Definition
A ghost note is a very light stroke, felt more than heard, played between the main strokes. Usually on the snare (but also on hi-hat, kick and toms), it fills the sixteenth-note grid without competing with the backbeat. Drum dynamics are the hierarchy of intensity between strokes: accents, normal strokes, ghosts. Without a hierarchy a groove sounds “machine-made.”
Typical hierarchy (MIDI velocity 0–127, indicative)
| Level | Velocity | Example |
|---|---|---|
| Accent (backbeat) | 110–127 | snare on 2 and 4 |
| Normal stroke | 80–105 | kick, hi-hat on the downbeat |
| Weak stroke | 55–75 | hi-hat on the upbeat |
| Ghost note | 15–45 | snare between the backbeats |
With multi-velocity samples or libraries (Superior Drummer, EZdrummer, Addictive Drums, Steven Slate Drums) low velocities trigger a sample that was actually played softly, with a different timbre: better than lowering the volume of a hard hit. With a single sample, also lower the brightness (low-pass filter tied to velocity) to simulate the weak stroke.
Where they fall
- Funk (Clyde Stubblefield, “Funky Drummer,” James Brown, 1970): ghosts on the sixteenth-note “e” and “a” around the backbeat, often right before and right after 2 and 4.
- Half-time shuffle (Jeff Porcaro, “Rosanna”; Bernard Purdie, “Home at Last”; John Bonham, “Fool in the Rain”): ghosts on the middle triplets, backbeat on 3.
- R&B and neo soul: ghosts slightly late, with dynamic hi-hat.
- Hip hop: sampled snare or rim ghosts that give boom bap its “bounce.”
- Rock: few ghosts, but clear accents on the crash and the backbeat.
Funk pattern example (one bar, 16 steps, 100 BPM)
- Hi-hat: all sixteenth notes, accent on the eighth notes (velocity 100 / 60).
- Kick: steps 1, 4, 11 (x..x......x.....).
- Snare accents: steps 5 and 13 (velocity 120).
- Ghosts: steps 7, 10, 12, 15, 16 (velocity 25–40), varying slightly each bar.
Bass in A minor that locks with the kick: A on 1, G on the “a” of 1, E on the “and” of 3.
Dynamics beyond velocity
- Micro-timing: ghost notes are often slightly late (5–15 ms) or “squeezed” toward the next stroke.
- Hi-hat: progressive opening, difference between stick tip and shoulder (in samplers: different articulations).
- Crescendo/diminuendo over several bars: automation of overall velocity or of a bus.
- Phrase accents: the first bar of the section stronger, the last one preparing the fill.
Mixing ghost notes
Aggressive compression on the snare (or a transient designer with a lot of sustain) raises the ghosts: useful in funk, harmful in clean pop. A parallel compressor on the drum bus brings out all the micro-dynamics; a gate on the snare mic, if badly set, wipes them out. With samples, avoid normalizing the ghosts individually.
In FL Studio
In the Piano Roll use the Velocity lane (at the bottom) and the “Scale levels” tool to create hierarchies; “Randomize” (small variations, ±5–10) keeps the ghosts from all sounding the same. In the Channel Rack you can open the step “Graph editor” to draw velocities. In FPC or DirectWave assign different velocity layers.
Typical mistakes
- Ghosts too loud: they become real notes and confuse the backbeat.
- All at the same velocity: they sound programmed.
- Ghosts over the vocal: in the verse remove or lower them, in breaks raise them.
Exercise
- Take a groove with only kick, snare on 2 and 4 and eighth-note hi-hats: add 3 ghosts per bar, first at velocity 60, then 30. Listen to how the “drive” changes.
- Transcribe the drums of “Funky Drummer” (8 bars) and compare your velocities with the original.
- For a trap track, add rim ghosts at velocity 20 after the snare: see whether they make the groove more “human” or muddy it.
Connections
“Drum rudiments for programmers”, “Shuffle and swing”, “Humanize and groove templates”, “Drum grooves by genre”, “Compression”.