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Beat Breakdown: ‘Westside Story’ – The Game: Part 1 Drums

January 25, 2018 - By  
Categories: Beat Breakdowns, FL Studio, The Lounge

In a series of beat breakdowns and production tutorials, I will use this article to teach you how to produce the drumbeat of “Westside Story” by The Game on FL Studio 12.  You can find the second part of this article and learn to produce the melody here.

The sounds I am using for this article don’t sound identical to the actual song, but they are close. When you follow this tutorial, you can use whatever sounds you want.

1. SETTING TEMPO AND SILENCING “FRUITY LIMITER”

When you open FL Studio 12, begin your beat by setting your tempo to 87 beats per minute.

(Don’t forget to silence the Fruity Limiter on your Master track by left-clicking the green dot next to the knob on the right of “Fruity Limiter.”)

2. ADDING DRUM SOUNDS

Once again, the drums I’m choosing for this tutorial are not the most accurate sounding to the original song, but for me, they are close.

2a. SNARE

To insert a snare, open the Channel Rack and drag-and-drop the snare sound, “packs > drums > snare > linn snare” to that Channel Rack.

2b. KICK

For a kick sound, add the sound which is “packs > legacy > drums > HIP_Kick_2” to the Channel Rack.

2c. HI-HAT

For the hi-hat, use “packs > drums > hats > Grv CH 01” to drag to the Channel Rack, too.

3. DRUM PATTERN

Make sure Pattern 1 is selected on the top of the screen. For this pattern, compose the following in the first bar.

You just composed one bar of what should be a two-bar loop. To add more to the second bar, drag the tiny horizontal bar on the bottom of the Channel Rack to the right until you see nothing but blank spots.

This is the second bar of your two-bar drum loop. Right after your work for the first bar, add this.

Now that you’re done your two-bar drum loop, you need to make new alterations with the kick. Open “HIP_Kick_2” in the Piano Roll. (Remember how to do it?) You should see this.

For the third, seventh, and eighth “green tiny rectangular objects” (sounds of the kick) in your Piano Roll, you need to move them slightly to the right. To do this, go to the magnet-looking tool on the upper left corner of the Piano Roll window and select “1/6 step” in the drop-down menu. Now that “1/6 step” is selected, move the third, seventh, and eighth “green objects” in your Piano Roll one snap to the right.

Those are the sounds you should have moved slightly to the right. This way, you delayed the sounds of those kicks a few milliseconds later than where they were before.

4. ADDING YOUR LOOP TO THE PLAYLIST

This part is easy. All you have to do is left-click the icon to the right of the display of “Pattern 1.” Once you do that, the playlist should be open and blank. In the left of this playlist, Pattern 1 is in a vertical-looking window. Drag it to the right of where it says, “Track 1.” The tracks on bottom should remain open for your melody, which I will show you how to compose in my next article.

5. MIXING

Your pattern is ready to add to the Mixing Board. Remember how to do this? Well, add all three tracks in the Channel Rack (“Linn Snare,” “HIP_Kick_2,” and “Grv CH 01”) to their own channels in the Mixing Board.

Adjust the volume on your tracks like this.

6. ADDING REVERB TO THE SNARE

Select “Linn Snare” on the Mixing Board, and in the area with “Slots” (on the right of the Mixing Board), left-click the tiny triangle to the left of “Slot 1,” and select “Fruity Reeverb 2” on the windows that open up. That reverb effect should be in “Slot 1.”

Turn down the knob to the right of “Fruity Reeverb 2” like this.

I will teach you how to compose part of the melody of this original song in my next article.

Here’s how your finished track should sound this far:

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