01 · term
half-time
the kick + snare relationship at half the tempo of the surrounding hi-hats
in a half-time pocket, the kick lands on beat 1 only (not 1+3) and the snare hits on beat 3 alone (not 2+4). the hi-hats keep moving at full speed — usually 16th notes. result: a 140bpm beat FEELS like 70bpm because the backbeat is so wide. the foundation of atlanta trap.
02 · term
808 sub
a sustained pitched bass tone derived from the TR-808's bass drum voice
trap producers in the real world take the TR-808's BD voice (a long-decay pure-sine kick) and pitch-shift it across MIDI notes to play melodic bass lines. the 'sustain' is just the natural decay of the kick stretched out by holding the note. the spacepit sampler has a dedicated engine-808-sub voice that synthesizes the same character at any pitch + arbitrary length.
03 · term
swing
delaying every other 16th note by a fixed percentage to push the groove
0% swing = straight grid, exact 16ths. 50% swing = the 'and' of each beat is delayed to be exactly between the downbeat and the next downbeat (triplet feel). MPC swing values typically range 50-70%. golden-era hip-hop sits around 54-58% — enough to feel human but not full triplet. when you hear that 'shuffle' in a Premier or Pete Rock record, that's swing.
04 · term
ghost notes
low-velocity snare hits between the main backbeats
the snare hits hard on 2 and 4 — those are the backbeats. between them, players (or producers) add quiet snare hits at maybe 20-40% velocity to add motion. you don't really HEAR them, you FEEL them. clyde stubblefield + bernard purdie were masters. drum machines simulate this with low-velocity hits programmed between the main snares.
05 · term
pocket
how the kick + snare + hi-hat sit in relation to each other
a 'tight pocket' = drums grid-locked, no swing, machine-precise. a 'loose pocket' = drums slightly off the grid in specific places, breathing. dilla pocket = kicks slightly behind the grid, snares ahead, hats triplet-ish. premier pocket = swung 16ths, snare in the deep pocket. producers spend years learning to feel pocket — you can't sequence it from theory.
06 · term
hat rolls
rapid-fire hi-hat figures inside a beat that break the 16th-note grid
instead of straight 16ths, the hi-hat plays a triplet or 32nd-note burst for a half-beat or full beat. classic trap moves: triplet roll on the 'and of 4' leading into the next bar. metro boomin uses these like punctuation. requires programming or a roll function on a drum machine (newer ones have it built in).
07 · term
sidechain
the kick momentarily ducks (lowers volume of) the bass or pad
the most overused production trick in modern dance music. a compressor on the bass track is triggered by the kick — every time the kick fires, the bass volume drops for ~100ms then recovers. on house records this creates the pumping 4×4 feel. french touch + early-2010s EDM ran on this. classic moog sub doesn't need it; trap 808s usually do (to make room for the kick).
08 · term
self-resonant filter
a filter set so high it oscillates on its own without an input signal
every analog filter has a 'resonance' or 'Q' control that boosts the frequencies right at the cutoff point. push it to maximum and the filter starts to self-oscillate — generating a pure sine tone at the cutoff frequency, even with no input. moog ladder filters self-oscillate cleanly. MS-20's korg-35 filter screams when self-oscillating (it's harsher, more aggressive). the squelchy 'acid' sound is the TB-303's filter self-oscillating with the envelope modulating cutoff.
09 · term
multisample
a single instrument represented by multiple WAV files at different pitches
if you record a real piano playing every note, you get a multisample. when a sampler plays a note BETWEEN the captured notes, it picks the nearest anchor and pitch-shifts. for natural-sounding playback, capture every minor third (3 semitones) — close enough that the pitch-shift never strays more than 1.5 semitones from natural, which the ear can't hear. for melodic synth multisamples, 13 anchors across A1–A4 covers 4 octaves.
10 · term
round robins
multiple recorded takes of the same note, cycled through to avoid 'machine gun' repetition
when you sample a drum once and play it 100 times in a row, the listener's ear catches the perfectly identical repetition — that's the 'machine gun' effect. round robins solve this: capture the same note 3 or 4 times and cycle through them. each take has tiny natural variation. for melodic synth multisamples, RRs are usually unnecessary (every note is already different).
11 · term
PCM
pulse-code modulation — the digital format that drum machines like the Linn LM-1 and Oberheim DMX pioneered
PCM stores audio as a series of amplitude samples taken at regular intervals. the Linn LM-1 (1980) was the first drum machine to use PCM — sampled real acoustic drums at 28 kHz, 8-bit. the DMX, the Drumtraks, the SP-1200 all built on this lineage. the audible 'crunch' of early PCM gear (lo-fi, aliasing, quantization noise) became a sound producers chase deliberately now.
12 · term
convolution reverb
uses an impulse response from a real room to simulate that room's acoustics
instead of an algorithm faking a room, you take an impulse response (a recording of a balloon pop or starter pistol in the actual room) and convolve audio through it. the math is heavy but the result sounds EXACTLY like the original room. spacepit roadmap includes IR captures of la burbuja + the brooklyn studio for permanent room-modeling.