02: Nerve Damage
BPM: 105 | Key: E Minor | Duration: ~3:00
Industrial crusher. Nerve Damage pushes the aggression established in Track 1, introducing double-time kicks and grinding textures.
The Vision
Track 2’s role is to say “Track 1 wasn’t a fluke — this album means business.” It needs to:
- Escalate intensity — Faster, harder than System Override
- Introduce industrial textures — Grinding, mechanical sounds
- Maintain groove — Aggressive but still danceable
What Makes It Unique
Double-Time Kicks
While Track 1 used standard four-on-the-floor, Nerve Damage doubles the kick rate:
define :drums_x do |k=1, s=1, h=1|
in_thread do
8.times do
kick k
sleep 0.5 # Kick every half beat = 8 per bar
end
end
in_thread do
sleep 1; snare s; sleep 1; snare s; sleep 2
end
in_thread do
16.times { hat h; sleep 0.25 } # Sixteenth note hats
end
sleep 4
end
The effect: Relentless, driving energy. The 8 kicks per bar create a steamroller feel.
The “Grind” Bass
Named for its grinding, industrial character:
define :grind do |n, v=1, c=75|
use_synth :tb303
play n, amp: 0.8*v, attack: 0.01, decay: 0.2,
sustain: 0.1, release: 0.15, cutoff: c, res: 0.3, wave: 0
use_synth :sine
play n-12, amp: 1.1*v, attack: 0.01, sustain: 0.25, release: 0.15
end
Key choices:
res: 0.3— Higher resonance than Track 1 for more “squelch”wave: 0— Saw wave for brightness and grit- Named
grindnotbass— reflects its character
Industrial Snare
Layered for mechanical punch:
define :snare do |v=1|
sample :sn_dub, amp: v, rate: 0.8
sample :drum_snare_hard, amp: 0.4*v, rate: 0.9
end
The second layer adds metallic crack.
Sound Design
Kick (same as Track 1)
define :kick do |v=1|
sample :bd_tek, amp: 2.2*v, rate: 0.9
sample :bd_boom, amp: 0.5*v, rate: 1.2, cutoff: 70
end
Consistency across album — the kick is our anchor.
Hi-Hat (tighter)
define :hat do |v=1|
sample :drum_cymbal_closed, amp: 0.22*v, rate: 2.4, release: 0.04
end
Higher rate (2.4 vs 2.2) and shorter release — tighter, more mechanical.
Signature Riff
A grinding melodic hook:
define :riff do |v=1|
use_synth :mod_saw
play :e3, amp: 0.35*v, attack: 0, decay: 0.08,
sustain: 0.04, release: 0.06, mod_phase: 0.12, mod_range: 5, cutoff: 105
sleep 0.25
play :e3, amp: 0.25*v, attack: 0, decay: 0.06,
sustain: 0.03, release: 0.05, mod_phase: 0.15, mod_range: 6, cutoff: 100
sleep 0.25
play :g3, amp: 0.3*v, attack: 0, decay: 0.07,
sustain: 0.04, release: 0.06, mod_phase: 0.12, mod_range: 5, cutoff: 108
sleep 0.5
end
The mod_saw with modulation creates an alarm-like, industrial texture.
Patterns
Bassline
define :bassline do |v=1, c=75|
grind :e2, v, c; sleep 0.5
grind :e2, v*0.6, c-8; sleep 0.5
grind :g2, v*0.85, c; sleep 0.5
grind :e2, v*0.75, c-5; sleep 0.5
grind :d2, v*0.9, c; sleep 0.5
grind :e2, v, c+5; sleep 0.5
grind :b2, v*0.8, c; sleep 0.5
grind :e2, v, c; sleep 0.5
end
E Minor movement: E (root) → G (minor 3rd) → D (7th) → B (5th)
Riff Pattern
define :riff_pattern do |v=1|
2.times { riff v }
sleep 1.5
riff v*0.8
sleep 0.5
end
The riff plays twice, pauses, then once more — creating rhythmic interest.
Arrangement
INTRO (32) → BUILD (32) → MAIN A (48) → BREAK (16) → MAIN B (48) → OUTRO (24)
The Intensity Curve
| Section | Kicks | Snare | Hats | Bass | Riff |
|---|---|---|---|---|---|
| Intro | 8/bar | — | light | filtered | — |
| Build | 8/bar | enters | building | opening | teases |
| Main A | 8/bar | full | full | full | full |
| Break | — | — | only | — | reverbed |
| Main B | 8/bar | full | full | brighter | full |
| Outro | fading | fading | fading | — | echoing |
Key Moment: The Build
# BUILD: 8 bars
in_thread do
8.times { drums_x 0.85, 0.7, 0.55 }
end
in_thread do
with_fx :lpf, cutoff: 55, cutoff_slide: 32 do |fx|
control fx, cutoff: 95
8.times { bassline 0.75, 60 }
end
end
in_thread do
sleep 16
with_fx :reverb, room: 0.7, mix: 0.5 do
4.times { riff_pattern 0.5 }
end
end
sleep 32
hit 1.1
The bass filter opens from 55→95 while the riff enters with reverb — building anticipation.
Key Techniques
1. Double-Time for Intensity
Doubling the kick rate is the simplest way to increase energy:
# Normal: 4 kicks per bar
4.times { kick; sleep 1 }
# Double: 8 kicks per bar
8.times { kick; sleep 0.5 }
2. Velocity Variation on Fast Patterns
With 8 kicks per bar, static velocity sounds like a machine gun. Add variation:
in_thread do
8.times do |i|
v = [1, 0.7, 0.85, 0.75, 0.95, 0.7, 0.8, 0.9][i]
kick v
sleep 0.5
end
end
3. Industrial Texture with mod_saw
The mod_saw synth creates mechanical, alarm-like sounds:
use_synth :mod_saw
play :e3,
mod_phase: 0.12, # Speed of modulation
mod_range: 5, # Depth (semitones)
cutoff: 105
Lower mod_phase = faster wobble = more aggressive.
4. BPM Escalation
Track 1: 100 BPM → Track 2: 105 BPM
The 5 BPM increase is subtle but felt. It maintains groove while adding urgency.
Mixing Considerations
With double-time kicks, mix carefully:
- Kick volume: Slightly lower than Track 1 (2.2 vs 2.5) to prevent overwhelming
- Hat volume: Lower (0.22 vs 0.25) — there are twice as many
- Bass: Same level, but filter more aggressively in intros
Hacker Challenges
-
Quad-Time Madness: Push the kicks even further — 16 per bar instead of 8. At what point does it stop being music and become noise? Where’s the line?
-
Swing the Hats: Instead of perfect 16th notes, try:
16.times do |i| hat h sleep i.even? ? 0.27 : 0.23 # Slight shuffle endDoes it feel more human or just sloppy?
-
Filter the Riff: The
mod_sawriff is bright and cutting. Wrap it in a low-pass filter that opens during the build. Does it create more anticipation? -
Remove the Sub Layer: Delete the
:sinesub from the bass. What’s lost? Is the track still powerful or does it feel hollow? -
Create a Counter-Riff: Write a second riff pattern that plays against the first. Can you create call-and-response between two
mod_sawlines?
Full Code
The complete track code is available in 02_nerve_damage.rb.
Next: Track 03: Chrome Cathedral — atmospheric contrast.