Unit 2 · Groove · Lesson 1 of 11
Unit 2: Groove · Lesson 1 of 11

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
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Unit 2 · Lesson 1 of 11
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Unit 2 · Lesson 1 · How it works

Your beat, alive

Hear your First beat come alive: a drummer against a machine, then one dial that loosens it.

  1. Your beat

    Done

    This 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.

    96bpm
    1 bar on repeat
    Kick
    Snare
    Clap
    Hats
    Open hat
  2. Which is the drummer?

    Done

    One 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.

    1. Which one is the drummer?

  3. Loosen it

    Done

    Your 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.

    96bpm
    1 bar on repeat
    Kick
    Snare
    Clap
    Hats
    Open hat
    1. Straight50–52%
    2. Loose53–56%
    3. In the pocket57–62%
    4. Shuffle63–75%
  4. 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.