DJ-Friendly Arrangements
Even if you never DJ, structuring tracks for DJ use makes them more professional. These principles create cleaner, more impactful music.
Why DJ-Friendly?
- Clean transitions — Intro/outro without melody clutter
- Predictable structure — 8, 16, 32-bar phrases
- Energy flow — Clear builds and drops
- Mixable — Tracks can blend together
Phrase Length
DJs count in 8-bar phrases. Structure your sections accordingly:
| Bars | Beats | Common Use |
|---|---|---|
| 4 | 16 | Short break, transition |
| 8 | 32 | Intro, outro, build |
| 12-16 | 48-64 | Main sections |
# Good: 8-bar intro
8.times { drums 0.7, 0, 0.4 } # 32 beats
# Good: 12-bar main
12.times { drums 1, 0.9, 0.7 } # 48 beats
# Avoid: 7-bar section (awkward for DJs)
7.times { drums 1, 0.9, 0.7 } # 28 beats - hard to mix
Clean Intro
The intro should let DJs mix in smoothly:
Do:
- Start with drums (kick, hats)
- Filter any bass/melodic elements
- Keep it rhythmically simple
Don’t:
- Start with full melody
- Use complex rhythms
- Change tempo
# DJ-friendly intro
in_thread do
8.times { drums 0.7, 0, 0.4 } # Kicks + hats only
end
in_thread do
with_fx :lpf, cutoff: 50, cutoff_slide: 32 do |fx|
control fx, cutoff: 75
8.times { bassline 0.5, 50 } # Heavily filtered
end
end
sleep 32
Clean Outro
The outro should let DJs mix out:
Do:
- End with drums fading
- Remove melodic elements early
- Provide 4-8 bars of minimal content
Don’t:
- End abruptly
- Have melody playing to the last beat
- Use complex fills at the end
# DJ-friendly outro
in_thread do
# Melody ends early
with_fx :reverb, room: 0.9, mix: 0.55 do
melody 0.4 # Once, then done
end
end
in_thread do
# Drums continue and fade
6.times do |i|
drums (1-i*0.15), 0, (0.6-i*0.08)
end
end
sleep 24
Predictable Changes
Changes should happen on expected beats:
# Changes happen at bar boundaries
8.times { drums 0.7, 0, 0.4 } # Bar 1-8: Intro
hit 1
8.times { drums 0.85, 0.7, 0.6 } # Bar 9-16: Build
hit 1.1
12.times { drums 1, 0.9, 0.7 } # Bar 17-28: Main
DJs can predict when changes happen (every 8 bars).
Energy Markers
Help DJs identify sections with clear audio cues:
The Hit
define :hit do |v=1|
sample :bd_boom, amp: 2*v, rate: 0.4
sample :drum_splash_hard, amp: 0.7*v
end
# Mark section changes
8.times { drums 0.8, 0.6, 0.5 }
hit 1.2 # Clear marker: new section coming
8.times { drums 1, 0.9, 0.7 }
The Break
Clear tension before drops:
# BREAK: Obviously different
in_thread do
# No kick - clear signal
16.times { hat 0.35; sleep 0.5 }
end
sleep 16
hit 1.5
# DROP: Everything returns
The 4-Bar Warning
Professional tracks often “warn” 4 bars before major changes:
# Main section
8.times { drums 1, 0.9, 0.7 }
# Warning: Something's changing
# (subtle fill, filter movement, added element)
in_thread do
with_fx :lpf, cutoff: 85, cutoff_slide: 16 do |fx|
control fx, cutoff: 60 # Filter starts closing
4.times { drums 1, 0.9, 0.7 }
end
end
sleep 16
# Change happens
hit 1.2
# New section...
Standard DJ-Friendly Structure
INTRO 8 bars Drums only, filtered bass
BUILD 8 bars Add elements, filter opens
MAIN A 12 bars Full groove
BREAK 4 bars Stripped, tension
MAIN B 12 bars Full groove, peak energy
OUTRO 6 bars Drums fade, melody ends
Total: ~50 bars, ~3:20 at 100 BPM
Quick Reference
# DJ-friendly phrase lengths
8.times { ... } # Intro, build, outro
12.times { ... } # Main sections
4.times { ... } # Breaks, transitions
# Clean intro (drums + filtered bass)
in_thread do
8.times { drums 0.7, 0, 0.4 }
end
in_thread do
with_fx :lpf, cutoff: 50, cutoff_slide: 32 do |fx|
control fx, cutoff: 75
8.times { bassline 0.5, 50 }
end
end
# Clean outro (fade drums, melody ends early)
in_thread do
melody 0.4 # Once
end
in_thread do
6.times { |i| drums (1-i*0.15), 0, (0.6-i*0.08) }
end
# Mark changes with hits
hit 1.2