Sound designIntermediate4 min read

Drum design: the synthesized kick

Definition

A synthesized kick is built from an oscillator (usually a sine wave) with a very fast pitch envelope that falls from a high frequency to the fundamental, plus an amplitude envelope and a transient (click). This is the principle of analog drum machines (the TR-808 uses a bridged-T oscillator excited by a pulse; the TR-909 kick is analog with a wave and an attack noise) and of plugins such as Sonic Academy Kick 2; in FL Studio, Fruity Kick, Fruity DrumSynth Live, 3x Osc and Sytrus.

Anatomy of the kick

PartDurationFrequenciesFunction
Click / transient1–15 ms2–8 kHzdefinition, audible on small speakers
Punch (pitch drop)10–60 ms100–300 Hz → fundamentalthe “punch” in the chest
Body / tail100–800 ms40–80 Hzweight, pitch

Parameters

  • Pitch start: 150–300 Hz (higher = more “hit”; beyond that it sounds like a tom/laser).
  • Pitch end (fundamental): 40–65 Hz; tune it to the key: A1 = 55 Hz, G1 = 49 Hz, F1 = 43.7 Hz, C2 = 65.4 Hz.
  • Pitch decay: 20–80 ms; exponential curves sound more natural than linear ones.
  • Amp decay: house/techno 150–400 ms; trap with a separate 808 100–200 ms; “boom” 808 500 ms–2 s.
  • Click: filtered noise (HP 2–4 kHz) or a small sample, 3–10 ms.
  • Saturation / distortion: adds harmonics to the body (audible on phones) and tightens the tail.
  • Starting phase: starting at phase 0 or 90° changes the attack; some synths let you choose.

Kicks by genre (approximate)

  • House: pitch 180 → 50 Hz in 40 ms, amp decay 250 ms, light click, little distortion.
  • Techno: shorter and drier, or longer and distorted with “rumble” (kick → reverb → distortion → LP filter at 150 Hz in parallel).
  • Hardstyle: distorted kick with a long tonal pitch (the “tail” plays the note), multiple stages of distortion and EQ.
  • Trap/drill: short kick + separate 808, or an 808 that also acts as the kick (reinforced attack).
  • Drum and bass: short, punchy kick, fundamental 50–60 Hz, decay 150–250 ms.

Recipe in FL Studio (3x Osc or Sytrus)

  1. Sine oscillator; in the channel settings set a pitch envelope (Channel settings → instrument properties tab, Envelope/LFO section → Pitch) with a high amount (+2/+3 octaves) and 40 ms decay.
  2. Volume envelope: attack 0, decay 300 ms, sustain 0.
  3. Add a second “noise” oscillator with 8 ms decay and an HP filter for the click (or use a sample).
  4. On the mixer insert: Fruity Soft Clipper (light), Parametric EQ 2 (HP 25 Hz, boost 1–2 dB at the fundamental, optional cut at 300 Hz), Fruity Limiter as a compressor if needed.

Alternatively Fruity Kick already has pitch and decay controls.

Kick and bass

The synthesized kick lets you choose the fundamental: tune it to the root or fifth of the key and decide whether the kick's fundamental sits below or above the bass's (see “Slotting and interlocking”). With a sub playing A1 (55 Hz), a kick with a tail at 50 Hz and a short decay leaves room; a kick at 55 Hz with a long tail requires firm sidechain.

Example in A minor

Techno at 132 BPM: sine kick 220 → 55 Hz (A1) in 35 ms, amp decay 280 ms, 5 ms click at 4 kHz, soft clip 3 dB. Rumble: send to a reverb with 2 s decay, distortion on the return, LP 160 Hz, sidechain of the return from the kick itself: the “rumble” sounds between hits, in tune.

Common mistakes

  • Kick not tuned to the bass: beating and “mud”.
  • Pitch start too high: it sounds like a “pew”.
  • Long tail under a long bass: constant overlap at 40–80 Hz.
  • Excessive click: it becomes annoying at high volume.

Exercise

  1. Create three kicks (house, techno, DnB) from the same sine wave by varying only pitch and decay.
  2. Tune the kick to three different notes against the same bass and choose the one that locks in best.

“Layering sounds: sub, body, top”, “Designing 808s and basses”, “Slotting and interlocking”, “Drum design: snare and hi-hat”, “Distortion as sound design”.

Sources

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