Your beat, alive is in the full course
Hear your First beat come alive: a drummer against a machine, then one dial that loosens it. About 3 minutes, in your browser.
- All 11 parts of Unit 2, 9 cards and a project: give one beat three feels: a walk, a strut and a rush.
- Every unit after it, as it opens
- Your Unit 1 cards, beats and progress carry over
Your beat, alive
Hear your First beat come alive: a drummer against a machine, then one dial that loosens it.
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Your beat
DoneThis is the beat you kept at the end of Unit 1 (or a starter beat, if you haven’t kept one). Every hit is as loud as the next and dead on the grid. Play two bars.
Play it and count 2 bars.
KickSnareClapHatsOpen hat -
Which is the drummer?
DoneOne beat, played twice: once by a drum machine, once by a drummer. Play both, then choose. The answer is drawn on the grid.
Round 1 of 2.
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Which one is the drummer?
B. Its hats go loud-soft, quiet taps sit between the snare hits (the smaller boxes), and every second hat lands a little late. A plays every hit at the same strength, exactly on the grid.
A: A drum machine KickSnareHatsB: A drummer ✓ KickSnareHats -
And these two?
A this time: listen for the quiet hits between the loud ones. Nothing else changed; the notes are the same.
A: A drummer ✓ KickSnareHatsB: A drum machine KickSnareHats
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Loosen it
DoneYour beat again, with quiet hats between the loud ones. Play it and drag the swing: every second hat slides late, and the grid slides with it. This unit is about what you just did.
Press play, then drag. 0 of 3 heard.
KickSnareClapHatsOpen hat- Straight50–52%
- Loose53–56%
- In the pocket57–62%
- Shuffle63–75%
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Lesson done
3 steps, all done, and saved to your account.
Loud and soft is next. Use quiet hits to make a drum machine sound like a drummer.