01: System Override
BPM: 100 | Key: D Minor | Duration: ~2:30
The album opener. System Override establishes the sound with aggressive industrial textures and relentless 4-on-the-floor beats.
The Vision
As the first track, System Override needs to:
- Establish the aesthetic — Dark, aggressive, industrial
- Set energy expectations — This album will hit hard
- Introduce key sounds — Bass, drums, leads we’ll develop
- Be relatively simple — Save complexity for later tracks
Sound Design
Kick Drum
define :kick do |v=1|
sample :bd_tek, amp: 2*v, rate: 0.9
sample :bd_boom, amp: 0.5*v, rate: 1.2, cutoff: 70
end
Two layers:
- bd_tek — The main punch, pitched down slightly (
rate: 0.9) - bd_boom — Adds low-end weight
Snare
define :snare do |v=1|
sample :sn_dub, amp: v, rate: 0.85
end
Simple but effective. The rate: 0.85 gives it a slightly deeper, more industrial character.
Hi-Hat
define :hat do |v=1|
sample :drum_cymbal_closed, amp: 0.3*v, rate: 2.2, release: 0.05
end
High rate makes it tight and metallic. Short release keeps it crisp.
Bass
define :bass do |n, v=1, c=80|
use_synth :dsaw
play n, amp: 0.6*v, attack: 0.01, decay: 0.15,
sustain: 0.1, release: 0.15, cutoff: c, detune: 0.15
use_synth :sine
play n-12, amp: v, attack: 0.02, sustain: 0.3, release: 0.2
end
Two layers: aggressive dsaw on top, pure sine sub underneath.
Lead
define :lead do |n, dur=0.25, v=1|
use_synth :prophet
play n, amp: 0.4*v, attack: 0.02, decay: dur*0.5,
sustain: dur*0.3, release: dur*0.4, cutoff: 95
use_synth :dark_ambience
play n, amp: 0.15*v, attack: 0.05, release: dur*0.8
end
The dark_ambience layer adds atmosphere without overwhelming the melody.
Patterns
Drum Pattern
define :drums do |k=1, s=1, h=1|
in_thread do
4.times { kick k; sleep 1 }
end
in_thread do
sleep 1; snare s; sleep 1; snare s; sleep 2
end
in_thread do
8.times { hat h; sleep 0.5 }
end
sleep 4
end
Classic 4-on-the-floor: kick on every beat, snare on 2 and 4, hats on eighth notes.
Bassline
define :bassline do |v=1, c=80|
bass :d2, v, c; sleep 0.75
bass :d2, v*0.7, c-10; sleep 0.75
bass :f2, v*0.9, c; sleep 0.5
bass :d2, v*0.8, c; sleep 0.5
bass :a2, v, c+5; sleep 0.5
bass :d2, v, c; sleep 1
end
The pattern:
- Starts on root (D)
- Ghost note with lower velocity and cutoff
- Moves to F (minor third)
- Returns to D
- Jumps to A (fifth)
- Resolves to D
Melodic Hook
define :hook do |v=1|
lead :d4, 0.25, v; sleep 0.25
lead :f4, 0.25, v*0.8; sleep 0.25
lead :e4, 0.25, v*0.6; sleep 0.25
lead :d4, 0.25, v*0.9; sleep 0.5
lead :a4, 0.5, v; sleep 0.5
lead :g4, 0.25, v*0.7; sleep 0.5
lead :d4, 0.75, v; sleep 1
end
define :hook2 do |v=1|
lead :a4, 0.5, v; sleep 0.5
lead :g4, 0.25, v*0.8; sleep 0.25
lead :f4, 0.25, v*0.7; sleep 0.25
lead :e4, 0.5, v*0.9; sleep 0.5
lead :d4, 0.25, v; sleep 0.25
lead :c4, 0.25, v*0.6; sleep 0.25
lead :d4, 1, v; sleep 1.25
end
Two complementary phrases that play call-and-response.
Arrangement
INTRO | 8 bars | Kicks only, then hats
BUILD | 8 bars | Add snares, bass enters low-passed
MAIN A | 12 bars | Full groove, hooks enter
BREAK | 4 bars | Strip kick, tension with reverb
MAIN B | 12 bars | Return harder, full energy
OUTRO | 4 bars | Drums only, fading for mix
Intro (32 beats)
in_thread do
8.times { drums 0.8, 0, 0 } # Kicks only
end
in_thread do
sleep 16
4.times { drums 0, 0, 0.5 } # Add hats
end
sleep 32
Notice: drums 0.8, 0, 0 — kick at 80%, no snare (0), no hats (0).
Build (32 beats)
in_thread do
8.times { drums 0.9, 0.7, 0.6 }
end
in_thread do
8.times { bassline 0.7, 65 } # Low cutoff = filtered
end
sleep 32
hit 1
The bass enters with cutoff at 65 (darker). The hit function provides impact at the end.
Main A (48 beats)
in_thread do
12.times { drums 1, 0.9, 0.75 }
end
in_thread do
12.times { bassline 1, 85 } # Full cutoff now
end
in_thread do
sleep 8
4.times { hook 0.7; sleep 1; hook2 0.6; sleep 1 }
end
sleep 48
Full energy. The hook enters after 8 beats, letting the groove establish first.
Break (16 beats)
with_fx :reverb, room: 0.8 do
with_fx :hpf, cutoff: 85 do
in_thread do
16.times { hat 0.4; sleep 0.5 }
end
in_thread do
hook 0.6; sleep 4; hook2 0.5
end
end
end
sleep 16
hit 1.2
The high-pass filter (hpf) removes bass frequencies, creating tension. Big hit at the end signals the return.
Main B (48 beats)
in_thread do
12.times { drums 1.1, 1, 0.85 } # Louder than Main A
end
in_thread do
12.times { bassline 1.1, 90 } # Brighter cutoff
end
in_thread do
6.times { hook 0.85; sleep 1; hook2 0.75; sleep 1 }
end
sleep 48
Everything is slightly louder and brighter than Main A — this is the peak.
Outro (16 beats)
in_thread do
4.times do |i|
drums (0.9-i*0.2), (0.7-i*0.15), (0.6-i*0.12)
end
end
sleep 16
The |i| creates a counter (0, 1, 2, 3). Each iteration gets quieter, creating a fade.
Key Takeaways
- Layer sounds — Two samples for kick, two synths for bass
- Use velocity variation —
v*0.7,v*0.8creates groove - Filter automation — Cutoff changes add movement
- Structural contrast — Break strips energy before peak
- Clean outro — Drums only for DJ mixing
Hacker Challenges
Don’t just read — hack. Try these modifications:
-
Half-Time Feel: Change the drum pattern so the kick only hits on beats 1 and 3. How does the energy change? Does it feel heavier or lighter?
-
Randomize the Ghost Notes: In the bassline, replace the fixed ghost note with randomness:
bass [:d2, :f2].choose, v*0.7, c-10Run it several times. Does it still groove?
-
Glitch the Break: Wrap the break section in a bitcrusher:
with_fx :bitcrusher, bits: 8, sample_rate: 8000 do # break code here endDoes the digital destruction fit the industrial aesthetic?
-
Extend the Hook: Write a
hook3that answershookandhook2. What notes feel like a natural continuation? -
Swap the Bass Synth: Replace
:dsawwith:tb303. Adjust thecutoffand addres: 0.3. Which version is more aggressive?
Full Code
The complete track code is available in 01_system_override.rb.
Next: Track 02: Nerve Damage — Pushing aggression with industrial textures.