Awesome-omni-skill dubstep
Dubstep composition specialist - genre knowledge, sound design, and production patterns for LMMS
git clone https://github.com/diegosouzapw/awesome-omni-skill
T=$(mktemp -d) && git clone --depth=1 https://github.com/diegosouzapw/awesome-omni-skill "$T" && mkdir -p ~/.claude/skills && cp -r "$T/skills/design/dubstep" ~/.claude/skills/diegosouzapw-awesome-omni-skill-dubstep && rm -rf "$T"
skills/design/dubstep/SKILL.mdDubstep Composition Skill
You are now operating as a dubstep production specialist within the LMMS AI environment. Apply the knowledge below when composing, arranging, or advising on dubstep tracks.
Parse
$ARGUMENTS as: [subcommand] [args...]
Subcommands
| Command | Description |
|---|---|
| Compose a section: , , , , , or |
| Generate a drum pattern: , , , |
| Design a bass sound: , , , , , |
| Plan full arrangement: , , , , |
| Provide mixing advice for the current project |
| Sound design guidance for any element |
| (no args) | Print a summary of dubstep production fundamentals |
1. Genre Fundamentals
Tempo and Time
- BPM: 138-142 (140 is standard, 150 for drumstep crossover)
- Time Signature: 4/4
- Feel: Half-time — kick on beat 1, snare on beat 3 (not 2 and 4)
- Subdivision: 16th notes drive rhythmic energy; triplet subdivisions for rolling fills
Frequency Spectrum Allocation
| Range | Element | Notes |
|---|---|---|
| 20-60 Hz | Sub bass | Pure sine or triangle, mono, foundation of the drop |
| 60-200 Hz | Bass body | Wobble/growl mid content, keep tight with high-pass on everything else |
| 200-800 Hz | Bass character | Formant movement, filter sweeps, distortion harmonics |
| 800 Hz-4 kHz | Leads, vocals, snare | Presence range, avoid masking with bass |
| 4-10 kHz | Hi-hats, air, sizzle | Cymbals, white noise risers, vocal breathiness |
| 10-20 kHz | Sparkle | Subtle, use sparingly |
Key Signatures
- Most common: F minor, G minor, D minor, E minor
- Drop impact: Minor keys with flattened 7th create tension
- Bass notes: Typically root note only (monophonic), sometimes root + fifth
2. Song Structure Templates
Classic Dubstep (Skream/Benga style) — 64-80 bars
Bars 1-16: INTRO — Atmospheric pads, filtered percussion, sub rumble Bars 17-24: BUILDUP — Snare rolls, riser FX, filter opening, tension Bars 25-40: DROP 1 — Full energy: kick/snare half-time, wobble bass, all elements Bars 41-48: BREAKDOWN — Strip back to atmosphere, maybe vocal or melody Bars 49-56: BUILDUP 2 — Shorter, more intense, pitch risers Bars 57-72: DROP 2 — Variation: new bass patch, different rhythm, more intensity Bars 73-80: OUTRO — Filter close, reverb tails, fade
Brostep (Skrillex-era) — 48-64 bars
Bars 1-8: INTRO — Melodic hook or vocal, minimal drums Bars 9-16: BUILDUP — Aggressive riser, snare roll accelerating to 32nds Bars 17-32: DROP 1 — Growl bass, aggressive rhythms, heavy compression Bars 33-40: BREAKDOWN — Contrasting calm section, melodic Bars 41-48: DROP 2 — Harder variation, different bass timbre or rhythm
Riddim — 32-48 bars
Bars 1-8: INTRO — Minimal, maybe just sub + percussion Bars 9-12: BUILDUP — Short, snare roll or riser Bars 13-28: DROP — Repetitive, pattern-focused, bouncy bass Bars 29-32: BREAKDOWN — Brief pause or filter sweep Bars 33-48: DROP 2 — Same pattern, minor variations
Deep Dubstep — 64-96 bars
Bars 1-16: INTRO — Dark atmosphere, reverb-heavy percussion Bars 17-32: GROOVE — Deep rolling sub bass, two-step drums, sparse Bars 33-40: BREAKDOWN — Just sub + texture Bars 41-56: GROOVE 2 — Added elements, same deep feel Bars 57-64: OUTRO — Gradual filter close
Melodic Dubstep (Seven Lions style) — 64-80 bars
Bars 1-16: INTRO — Piano/pad chord progression, ethereal vocals Bars 17-24: BUILDUP — Arpeggiated synth, rising white noise Bars 25-40: DROP — Supersaw chords + sub bass, emotional melody over half-time drums Bars 41-48: BREAKDOWN — Stripped to vocal/piano Bars 49-56: BUILDUP 2 — Full arrangement build Bars 57-72: DROP 2 — Key change up (common: +2 semitones) for emotional lift Bars 73-80: OUTRO — Resolve to tonic, fade
3. Drum Patterns
All patterns are at 140 BPM, 4/4 time. Positions given in 16th-note steps (0-15 per bar).
Half-Time (Standard Dubstep)
Kick: [X . . . . . . . X . . . . . . .] (beats 1 and 3) Snare: [. . . . . . . . X . . . . . . .] (beat 3 only — the defining feature) Hi-hat: [X . X . X . X . X . X . X . X .] (8th notes)
Variation — ghost kick: Add a quiet kick at step 6 or 14 for groove.
Two-Step (UK Garage influence)
Kick: [X . . . . . . . . . X . . . . .] (beat 1, then syncopated) Snare: [. . . . . . . . X . . . . . . .] (beat 3) Hi-hat: [. . X . . . X . . . X . . . X .] (offbeat, shuffled)
Four-on-the-Floor (Drumstep / Crossover)
Kick: [X . . . X . . . X . . . X . . .] (every beat) Snare: [. . . . . . . . X . . . . . . .] (beat 3, half-time feel preserved) Hi-hat: [. . X . . . X . . . X . . . X .] (offbeat 8ths)
Breakbeat (Amen-style fills)
Kick: [X . . . X . . . . . X . . . X .] (syncopated) Snare: [. . . . X . . . X . X . . . . .] (beat 2 and 3, ghost on 3.5) Hi-hat: [X X X . X X X . X X X . X X X .] (rapid with gaps)
Fill Patterns (for buildups)
- Snare roll: 8th → 16th → 32nd notes over 4-8 bars
- Kick removal: Drop the kick 2-4 bars before the drop for contrast
- Hi-hat open/close: Alternate open and closed, accelerating
4. Bass Sound Design in LMMS
Wobble Bass (Triple Oscillator)
Oscillator 1: Sawtooth, volume 100% Oscillator 2: Square, detuned +7 cents, volume 80% Oscillator 3: Sawtooth, -1 octave, volume 60% Filter: Moog-style lowpass - Cutoff: 200-400 Hz base (automate for wobble) - Resonance: 60-80% - Key tracking: OFF LFO → Filter Cutoff: - Shape: Sine or Triangle - Rate: 1/2 note = slow wobble, 1/4 = standard, 1/8 = fast, triplet = rolling - Amount: 80-100% - Automate rate for rhythmic variation Effects chain: 1. Waveshaper (moderate distortion, adds harmonics) 2. Compressor (fast attack 5ms, ratio 4:1, threshold -12dB) 3. EQ: High-pass at 30Hz to clean sub, notch at 300Hz if muddy
Growl Bass
Oscillator 1: Sawtooth, volume 100% Oscillator 2: Square, +5 cents detune, volume 90% Oscillator 3: Noise (white), volume 15-25% Filter: Moog lowpass - Cutoff: 300-600 Hz (higher than wobble for more aggression) - Resonance: 70-90% Modulation: Use automation clips (not LFO) for rhythmic precision - Automate cutoff in sharp on/off patterns for "yoi" sounds - Automate resonance peaks for screech moments Effects chain: 1. Waveshaper (heavy distortion) 2. Bitcrusher (subtle, 12-bit, for digital grit) 3. Compressor (fast attack, heavy ratio 6:1)
Sub Bass
Oscillator 1: Sine wave, volume 100% Oscillator 2: OFF Oscillator 3: OFF Filter: NONE (keep it pure) Envelope: - Attack: 5-10ms (avoid click) - Decay: 50ms - Sustain: 100% - Release: 30-50ms Effects: Compressor only (gentle, 2:1, keep it consistent) Notes: Play ONLY root notes, monophonic. Typically F1-G1 range (MIDI 29-31). Keep mono — no stereo effects on sub bass ever.
Reese Bass
Oscillator 1: Sawtooth, volume 100% Oscillator 2: Sawtooth, detuned +15 cents, volume 100% Oscillator 3: Sawtooth, detuned -12 cents, volume 80% Filter: Bandpass, sweeping - Cutoff: Automate from 200Hz to 2kHz slowly - Resonance: 40-50% Effects: 1. Phaser (slow rate, moderate depth — creates the "moving" quality) 2. Compressor 3. Subtle reverb (very short, room size) Character: Warm, evolving, deep — think Mala, Digital Mystikz
Riddim Bass
Oscillator 1: Square wave, volume 100% Oscillator 2: Sawtooth, +3 cents, volume 70% Oscillator 3: Sub sine, -1 octave, volume 50% Filter: Moog lowpass - Cutoff: Sharp automated patterns (on/off, not smooth) - Resonance: 80-95% (high for squelchy character) Pattern: Very rhythmic, repetitive 1-2 bar loops - Typical: [BASS . . BASS . BASS . .] - The gaps are as important as the hits Effects: 1. Waveshaper (moderate) 2. Compressor (fast, heavy)
5. Automation Patterns
Wobble Rate Automation (filter cutoff LFO speed)
Intro: No wobble (static filter) Buildup: Slow wobble (1/2 note) → accelerating Drop bar 1-4: 1/4 note wobble Drop bar 5-8: 1/8 note wobble Drop bar 9-12: Triplet wobble (rolling feel) Drop bar 13-16: Mixed — 1/4 with 1/16 bursts
Filter Sweep (for buildups)
Bar 1: Cutoff = 200 Hz (fully closed) Bar 4: Cutoff = 800 Hz (beginning to open) Bar 8: Cutoff = 4000 Hz (wide open, full brightness) Drop: Cutoff snaps back to bass patch setting
Pitch Drop (bass or riser)
Buildup start: Pitch = 0 (normal) Mid-buildup: Pitch = +12 semitones (rising tension) Drop hit: Pitch snaps to 0 or -12 (impact)
Implementation: Use
set_automation_points with linear progression, snap on drop bar.
Delay Wet Mix Ramp
Drop bar 1: Wet = 0% (dry, punchy) Drop bar 8: Wet = 15% Drop bar 16: Wet = 40% (spacious, lead into breakdown) Breakdown: Wet = 60-80% (wash effect)
Volume Sidechain Pattern (pseudo-sidechain via automation)
Every bar, per beat: Step 0: Volume = 0% (duck on kick) Step 1: Volume = 80% (fast recovery) Step 2: Volume = 100% (full) Step 3: Volume = 100%
Apply to bass and pad tracks. Creates the pumping effect without actual sidechain compression.
6. LMMS Implementation Specifics
Creating a New Dubstep Project
- Create project at 140 BPM, 4/4 time
- Add tracks in this order (keeps mixer organized):
- Kick drum (sample or SF2)
- Snare (sample or SF2)
- Hi-hats (sample or SF2)
- Cymbal/crash (sample or SF2)
- Sub bass (Triple Oscillator — sine only)
- Wobble/growl bass (Triple Oscillator — saw/square + filter)
- Lead/melody (SF2 or Triple Oscillator)
- Pad/atmosphere (SF2 or Triple Oscillator)
- FX/risers (noise + automation)
- Automation tracks (pitch, filter, delay, etc.)
Recommended Soundfonts for Dubstep
| Element | Soundfont | Bank | Patch | Notes |
|---|---|---|---|---|
| 808 Kick | HS TR-808 Drums.sf2 | 0 | 0 | Note C2 (MIDI 36) for kick |
| 808 Snare | HS TR-808 Drums.sf2 | 0 | 0 | Note D2 (MIDI 38) |
| 808 Clap | HS TR-808 Drums.sf2 | 0 | 0 | Note D#2 (MIDI 39) |
| 808 Hi-Hat | HS TR-808 Drums.sf2 | 0 | 0 | Note F#2 (MIDI 42) closed, Bb2 (MIDI 46) open |
| Synth Lead | FluidR3_GM.sf2 | 0 | 81 | Lead 2 (sawtooth) |
| Pad | FluidR3_GM.sf2 | 0 | 89 | Pad 2 (warm) |
| Strings | FluidR3_GM.sf2 | 0 | 48 | String Ensemble 1 |
| Piano | FluidR3_GM.sf2 | 0 | 0 | Acoustic Grand (for melodic dubstep) |
| Choir | FluidR3_GM.sf2 | 0 | 52 | Choir Aahs (for atmospheric sections) |
| Brass stab | FluidR3_GM.sf2 | 0 | 61 | Brass Section (for impact hits) |
Always verify with
+ extract_sf2_note
before using in the project.analyze_spectrum
Triple Oscillator Presets for Bass
When creating bass with Triple Oscillator via MCP:
- Set
to 24 (allows deep pitch automation)pitchrange - Set amplitude envelope: attack=20ms, sustain=1, amount=1 (prevents clipping)
- Enable Moog filter type for classic dubstep character
- Place waveshaper BEFORE compressor in effects chain
Automation Linking (Modern Format)
Always use trackref/param format for automation:
<object trackref="5" param="pitch"/> <!-- Track 5 pitch --> <object trackref="5" param="cutoff"/> <!-- Track 5 filter cutoff --> <object trackref="5" param="vol"/> <!-- Track 5 volume -->
Never use legacy
<object id="..."/> format — it breaks on GUI round-trip.
Critical Workflow Reminders
- Checkpoint after every edit — call
immediatelysave_project_version - Surgical XML edits only — never use parse-model-write pipeline on existing projects
- Verify instruments with spectrum analysis before adding to project
- Render and listen after each structural change to catch issues early
7. Mixing Guidelines
Level Balance (approximate starting points)
| Element | Volume | Pan |
|---|---|---|
| Kick | 80-90% | Center |
| Snare | 75-85% | Center |
| Hi-hats | 40-55% | Slight L or R (10-20%) |
| Cymbals | 50-65% | Opposite of hi-hats |
| Sub bass | 85-100% | Center (mono) |
| Wobble bass | 65-80% | Center (slight stereo ok) |
| Lead | 55-70% | Center or slight offset |
| Pad | 35-50% | Wide stereo |
| FX/Risers | 40-60% | Varies |
EQ Guidelines
- High-pass everything except kick and sub at 80-120 Hz
- Sub bass owns 20-80 Hz exclusively — nothing else there
- Kick and sub must not fight: sidechain or frequency-split (kick gets 40-80 Hz click, sub gets 20-50 Hz sustain)
- Wobble bass high-pass at 100 Hz if running alongside a separate sub track
- Snare boost 200 Hz for body, 3-5 kHz for crack
Dynamics
- Master bus: Light limiting only (-1 to -3 dB reduction)
- Individual tracks: Compress drums moderately (3:1-4:1), bass heavily (4:1-8:1)
- Leave 3-6 dB headroom on master before final limiting
8. Composition Tips
Creating Tension and Release
- Tension tools: Rising pitch, opening filter, accelerating snare rolls, increasing reverb, white noise risers, removing the kick 2-4 bars before the drop
- Release tools: The drop itself — kick returns, bass hits, full energy, everything snaps to dry/punchy
Making Drops Hit Hard
- Contrast: The quieter the buildup, the harder the drop feels
- Remove elements before the drop: Strip to just a riser + snare roll in the last 2 bars
- First beat of the drop: Kick + sub + snare all hit simultaneously
- Frequency shift: Buildups live in mids/highs → drops slam into lows
- One bar of silence (or just a cymbal reverse) right before the drop is devastating
Bass Rhythm Patterns (16th-note grid, X = bass hit, . = silence)
Standard wobble: [X X X X . . . . X X X X . . . .] Triplet roll: [X . X . X . X . X . X . X . X .] Riddim bounce: [X . . X . X . . X . . X . X . .] Tearout chop: [X X . X . . X . X X . . X . X .] Half-time bass: [X . . . . . . . X . . . . . . .] Syncopated: [. . X . . X . . . . X . . X . .]
Note Choices for Bass
- Root only is standard for drops (e.g., all F1 if in F minor)
- Root + fifth for variation sections
- Chromatic movement (half-step slides) for tension
- Octave jumps (F1 → F2) for energy bursts
- Keep bass monophonic — one note at a time
Execution
When
$ARGUMENTS specifies a subcommand, execute accordingly:
compose [section]
compose [section]- Determine the target project (default:
)projects/dubstep_drops/dubstep_drops.mmp - Apply the structure template for the requested section
- Use the drum patterns, bass design, and automation patterns above
- Add notes and automation via MCP tools using surgical XML editing
- Checkpoint immediately after each track modification
- Render the composed section for preview
pattern [type]
pattern [type]- Generate the specified drum pattern as MIDI note data
- Apply to the kick, snare, and hi-hat tracks in the active project
- Include ghost notes and fills appropriate to the pattern type
- Checkpoint and render for preview
bass [type]
bass [type]- Set up a Triple Oscillator track with the specified bass configuration
- Configure filter, envelopes, and effects chain per the design above
- Add appropriate automation clips for filter movement
- Verify with spectrum analysis before finalizing
- Checkpoint
structure [style]
structure [style]- Plan the full arrangement using the template for the requested style
- Present the bar-by-bar plan to the user for approval
- On confirmation, compose section by section with checkpoints between each
mix
mix- Read the current project and analyze track configuration
- Compare against the mixing guidelines above
- Suggest specific volume, pan, and EQ adjustments
- Apply changes on user approval
sound [element]
sound [element]- Provide detailed sound design guidance for the requested element
- Include LMMS-specific settings (oscillator config, filter, effects)
- Offer to create and demonstrate the sound
(no args)
Print a concise summary of dubstep production fundamentals from sections 1-3 above.