CircuitStomp_
a drum & bass machine built entirely from synthesised robot voices
(browsers block audio until you interact once — one click and it's live)
iPhone: if you hear nothing, check the side silent switch
pattern — keys 1–8
sequencer — paint:
tap a step: full → medium → soft → off (right-click clears)
robot units — keys A S D F G H J K · tap a name to edit it
robot keys — the selected unit, pitched up the scale
unit editor
ExportWAV, stems, MIDI and a Reaper project
Stems are rendered before the master filter and limiter, so they sum back to the mix without the glue. Chance steps are rolled once per export, so the mix, stems and MIDI always match each other.
MIDIplay it from a controller, drive hardware or a DAW
General MIDI kit map (default): kick 36/35, snare 38/40/37, hats 42/44/46, floor toms 43/41/45 → SERVO, ride 51/59/53 → CLANK, crashes 49/57/52/55 → BITZAP, mid/high toms 48/47/50 → VOXBOT, clap 39 → NEURO. So an electronic kit plays the robots straight away. Darkroom Labs 36–43 matches MonkeyBeat. Out: units go out on the drum channel using the chosen map; the NEURO bass goes out on channel 2 as real notes, including its pitch locks, so you can drive a synth with it. Clock is 24 pulses per quarter note.
Learna short course in beats, sound, arrangement and playing live
Eleven short lessons. Each one has a Try it button that loads an example into pattern H, so your own work in A–G is never touched. Read, press play, change one thing, listen again. That loop is the whole skill.
1 · Tempo, bars and the grid
Music is organised around a steady pulse, the beat. BPM is how many beats happen per minute. Four beats make a bar in almost all dance music (that is “4/4”). This sequencer splits one bar into 16 steps, so each step is a sixteenth note and every fourth step lands on a beat. The slightly brighter columns mark those beats.
Drum & bass lives around 170–175 BPM. House is around 120–128, hip-hop 85–95, dubstep 140. Halve 174 and you get 87 — which is why D&B can feel fast and laid-back at the same time.
Try: load the example, press Run, then drag BPM from 174 down to 87 and back.
2 · The backbone: kick and snare
Most genres are recognised by where the kick and snare sit. D&B's classic two-step puts the snare on beats 2 and 4 (steps 5 and 13) and a kick on step 1 with a second kick pushed late, around step 11. That late kick is what makes it “roll” instead of march.
Try: move the second kick one step either side and listen to how much the feel changes.
3 · Hats, velocity and groove
Hi-hats carry the speed. Not every hit should be the same volume: velocity (how hard a note is played) is what makes a pattern sound performed rather than typed. Tap a step repeatedly to cycle full, medium and soft. Soft “ghost” notes between loud ones create groove.
Swing delays every second sixteenth a little. Small amounts (10–25) loosen a groove; big amounts turn it into a shuffle.
4 · Syncopation and breakbeats
Syncopation means putting accents where the ear does not expect them — off the beat. Jungle and D&B grew out of chopping up sampled funk drum breaks and rearranging the hits, which produces busy, syncopated kick and snare patterns with ghost snares everywhere.
The example is an original amen-style pattern made from robot voices. Use Robot brain → jungle to generate more, then Mutate to vary them.
5 · Sound design: shaping a hit
Every sound has an envelope: how fast it starts (attack) and how long it lasts (Decay). Pitch moves it up or down in semitones; 12 semitones is an octave. Tone is a low-pass filter: it removes high frequencies, making things darker. Grit is distortion: it adds harmonics and makes things louder and rougher. Robotize is a ring modulator, the classic sci-fi robot-voice effect: it multiplies the sound by a tone, creating metallic sidebands.
Try: select the SNARE, turn Decay right down, Grit up, and Robotize to half. Then use pitch lock paint mode to give single steps their own pitch.
6 · Space: pan, reverb and delay
Pan places a sound left or right. Keep kick, snare and bass in the middle; spread the percussion. Reverb simulates a room; delay repeats the sound in time with the tempo (here a dotted eighth, a D&B favourite). These are send effects: each unit sends a chosen amount into one shared effect, which keeps the mix coherent and saves processing.
Rule of thumb: the lower the sound, the less reverb. Reverb on a kick or bass turns the low end to mud.
7 · Bass and notes
The NEURO unit is a “reese”-style bass: two slightly detuned saw waves beating against each other, with a sub sine underneath. It is tuned to A. Use pitch lock to write a bassline: 0 = A, +3 = C, +5 = D, +7 = E. Those are notes of A minor, a safe home key.
Leave space between kick and bass: if they hit at the same moment they fight for the same low frequencies.
8 · Arrangement: patterns into songs
Dance music is built in phrases of 8, 16 or 32 bars. Something should change at every phrase boundary: a new sound comes in, one drops out, or a fill leads into the next section. A typical D&B track: intro (drums thin), build, drop (everything), breakdown (drums out), second drop, outro for DJs to mix out of.
Write short patterns in A–H, then type a chain such as A A A B A A A C and switch on Song mode. Each letter is one bar.
9 · Playing it live
This is an instrument, not only a sequencer. Hit units with keys A S D F G H J K over a running pattern. Press Rec and your hits are written in, snapped to the nearest step (quantised). Turn on Keys mode and play the selected unit chromatically like a keyboard.
Performance moves that work: mute and solo units to build tension; switch patterns on the beat with 1–8; sweep the master Filter down before a drop and open it on the one.
With a real kit or pad: plug an electronic kit or pad controller in over USB and open the MIDI drawer. The default General MIDI kit note map means your kick pedal plays KICK, snare plays SNARE, hats play HAT, and toms and cymbals play the robot voices. Turn on Click, play along, then press Rec. Expect a little delay (latency) from any browser: wired headphones and a computer, rather than Bluetooth, keep it tight.
10 · Levels and a clean mix
Gain staging means keeping levels sensible at every stage so nothing distorts by accident. Digital audio clips hard at 0 dBFS. Leave headroom: aim for the mix to peak around −6 dBFS before any limiter, and export at −1 dBFS. The Glue limiter catches peaks; it is a safety net, not a volume knob.
Mix quietly, check on phone speakers and on headphones, and compare against a track you love at the same loudness.
11 · Into a DAW (Reaper and friends)
A DAW is where tracks get finished. Open Export and press Reaper pack: you get every unit as its own WAV stem, all exactly the same length and starting at zero, a mix, a MIDI file, a manifest, and a .RPP project that opens in Reaper with each stem on its own named track. Unzip the whole folder first, then open the .RPP.
In other DAWs (Ableton, FL Studio, Logic, Bitwig) drag all stems in at bar 1 and set the project tempo to the one in the manifest. The step-by-step version is in the PDF guide below.
Watch35-second promo, presented by CS-01 · runs live on the engine
Guideprintable PDF: controls, shortcuts and the Reaper workflow
An 8-page PDF covering every control, the keyboard shortcuts, the export files and a step-by-step for getting a Reaper pack into Reaper (and other DAWs).
Save & shareproject files and share links
Everything autosaves in this browser. Use these to move a project to another device or send a beat to someone.
Share links carry patterns, tempo and unit settings, not loaded recordings. Project files carry recordings too.
Keyskeyboard shortcuts
| Space | run / stop |
| R | record on / off |
| T | tap tempo |
| 1–8 | select pattern A–H |
| A S D F G H J K | hit units 1–8 |
| Keys mode on | A W S E D F T G Y H U J K O L P ; ' play the selected unit chromatically, Z / X octave |
| Right-click a step | clear it |