Beginner guide

How to make music, in five steps

To start making music, begin with one bar of drums on repeat and add one part at a time: a beat, a tempo, a bass line and chords, then a hook. You don’t need an instrument or any software for the first steps; a browser is enough, and headphones help you hear the bass. Each step below has a loop to play right here and the lesson that teaches it.

Make a beat right now

The kick is already there. Tap the dashed boxes on the snare and hat rows, then press play. That is a beat, the start of almost every track.

96bpm
1 bar on repeat
Kick
Snaretap the dashed boxes
Hats

Sixteen boxes are one bar of four beats. The dashed boxes are a suggestion: snare on steps 5 and 13, a hat on every other step.

Start with step one, free

Unit 1 of the course is free with a Google sign-in: the loop, the beat, tempo and your first beat, in 14 short parts in your browser.

Pick up where you left off

Carry on with Unit 1; your next lesson is ready.

Start Lesson 1 free Continue learning

The five steps

  1. Step 1: Hear music as loops

    Most tracks you know are a few bars on repeat, with parts coming in and dropping out. Before you make anything, listen that way: pick a song, count how long it takes to come round again, and name the parts you hear, from the lowest up.

    124bpm
    4 bars
    Kick
    Clap
    Open hat
    Bass
    Chordspiano
    Epluck
    D
    C
    A
    1. Bar 1Am7
    2. Bar 2Fmaj7
    3. Bar 3Cmaj7
    4. Bar 4G7

    Try: Press play, then Solo on the kick. Bring the other parts back one at a time and notice which one makes it sound like house.

  2. Step 2: Build a beat

    A beat is one bar cut into sixteen boxes, with four strong ones: steps 1, 5, 9 and 13. The most common beat in pop, rock and hip hop puts the kick on beats 1 and 3 and the snare on 2 and 4. That is the backbeat.

    Start there. Almost every other drum pattern is a backbeat with something moved: house fills the gaps with more kicks, trap moves the snare to beat 3.

    100bpm
    1 bar on repeat
    Kick
    Snare
    Hats

    Try: Add a kick on step 11 and hear the beat start to roll forward. Reset puts it back.

  3. Step 3: Pick a tempo and a feel

    Tempo, in beats per minute (BPM), sets the energy. A slow walk is about 70 BPM and a run about 160; house sits at 120 to 128, drum & bass at 170 and up. Feel is the timing between the beats: swing pushes every second hat a little late, and that is where the lazy nod of boom bap comes from.

    88bpm
    1 bar on repeat
    Kick
    Snare
    Hats

    Try: Drag the tempo from 70 up to 140 and back. Then take the swing down to 50% and hear the groove go stiff.

  4. Step 4: Add a bass line and chords

    Once the drums feel right, add notes with pitch. The simplest bass line plays the lowest note of each chord, its root, and lands with the kick. Chords set the mood: these four, A minor, F, C and G, one bar each, sit under every loop on Swung.

    96bpm
    4 bars
    Kickbeat, guide
    Snare
    Hats
    Bassroot notes
    Chordselectric piano
    1. Bar 1Am7
    2. Bar 2Fmaj7
    3. Bar 3Cmaj7
    4. Bar 4G7

    Try: Mute the chords, then the bass, and hear how much of the mood each one carries.

  5. Step 5: Add a hook, then finish something

    A hook is the short part people hum. Two phrases are enough: one that asks and ends in the air, and one that answers by landing on the home note.

    Then stop adding and finish. A beat with a purpose, made in one sitting, teaches you more than a perfect loop you never close. Unit 1’s project asks for exactly that: a beat for a run, for focus or for a late walk.

    120bpm
    4 bars
    Epluck
    D
    C
    A
    Chordspad and kick, guide
    Kick
    1. Bar 1Am
    2. Bar 2F
    3. Bar 3C
    4. Bar 4G

    Try: Listen to where each phrase ends. Then move the last note of the answer and hear it stop sounding finished.

What you need to start

A phone or a laptop with a current browser. Every loop on this page runs in it. Headphones or decent speakers help you hear the bass; phone speakers are fine for the lessons.

No instrument, no music theory, no DAW. You can learn how tracks are built before you own any of them. Names come after sounds: you hear a kick on every beat first and learn to call it four-on-the-floor second.

A DAW later, if you want one. To record your voice or a guitar, use your own samples or mix a track for release, you’ll want a digital audio workstation. Make music without a DAW covers the free ones, and DAW first or patterns first? covers when to switch.

What slows beginners down

  • Too many parts at once. Four parts that fit together beat ten that fight. Add one, listen, then decide on the next.
  • Sounds before patterns. A good pattern on a plain sound still works; a great sound playing a weak pattern rarely does.
  • Faster to sound busier. More notes between the beats add energy without touching the tempo. Faster notes, a free Unit 1 lesson, pulls the two apart.
  • Never finishing. Give each session one small goal and stop when it’s met. A finished eight bars teaches more than an endless loop.
  • Copying without naming. When you can say “off-beat bass” or “half-time snare”, you can ask for it, find it in a song and change it. The pattern dictionary has the names.

How long the first steps take

Steps 1 to 3 and a first finished beat are Unit 1 of the course: 14 short parts, about 60 minutes in all, free with a Google sign-in. Steps 4 and 5 are Units 3 to 5, in the full course. You can take them at your own pace; every lesson plays in the page, on a laptop or a phone.

Or skip ahead and play: the beat maker starts from a loop for every genre and needs no account.