Research · preliminary

Sound function in hard techno

September 2026 · plain language · every technical word is in the glossary

What this is

In a hard techno track, every sound has a job. The kick keeps time. The rumble gives weight. The hi-hats push things forward. We asked a simple question. What can you measure that tells you a sound's job?

This page gives a first answer. It is a start, not a finish. We read the research. We built test sounds and measured them. We measured 26 real tracks. Then we ranked what matters.

The page ends with a plan. The plan aims for ten times more understanding. It is built for one person with a laptop.

We ran the plan. Part two reports what we found. One finding changes how to read this page. Our test sounds were too clean.

The jobs a sound can have

We use six jobs. Most sounds in this music fit one of them. Some sounds do two jobs at once.

How we looked

We used three sources of evidence. Each one covers a gap in the others.

Papers. We read 25 studies and articles. They cover hearing, and how dance music is built. Most are science papers. Some are from named producers. We say which is which.

Test sounds. We built a small synth in code. It makes one clean sound per job. It can change one setting at a time. We call that a sweep. Then we measured each sound with the same tools.

Real tracks. We took 26 tracks released under a Creative Commons licence. All are from 2018 or later. Most run between 140 and 165 BPM. We measured where each kind of sound sits in the bar. We also measured when the kick drops out.

The real tracks are not famous ones. Famous hard techno is not free to use. Our tracks come from small labels that release for free. One producer made eleven of the 26. That is a real limit. We say more about it below.

What matters most

Here is our ranking. It is based on all three sources. A tag shows how strong the evidence is. "Strong" means papers and our own tests agree. "Medium" means one source, or a partial test. "Weak" means a good idea we could not test.

  1. How fast it starts strong

    We call this the rise time. Two old studies put it among the top two cues. Our tests agree. A closed hat starts in under one ms. A kick starts in about one ms. A clap takes about fifty ms.

    A pad takes hundreds of ms. A riser takes seconds. The clap result surprised us. A clap is many short bursts stacked up. That makes it the only slow-starting drum. The slow start is part of what says "clap".

  2. How long it lasts strong

    We measured the time to fall 40 dB. Call it the decay. A closed hat is gone in about 30 ms. A kick takes about 200 ms. A rumble takes about 500 ms. A pad takes two seconds, a riser eight.

    We also measured the sustain share. That is the share of energy after the first 50 ms. For hats it is zero. For a kick it is about a third. For a rumble it is nearly all. This one number splits "hits" from "holds".

  3. How bright it is strong

    The measure is the spectral centroid. We just call it brightness. It is the other top cue for the ear. A pad sits near 130 Hz. A rumble sits near 500 Hz. A kick sits near 750 Hz.

    A clap sits near 3.5 kHz. Hats sit above 10 kHz. So brightness alone sorts the drums into three groups.

    A finer view is the band share. It says how much energy sits in each band. The kick puts six tenths in the sub band. The rumble puts seven tenths there. Hats put almost all of it in the air band.

  4. Where it sits in the bar strong

    A sound's job depends on when it plays. The kick sits on every beat. Hats often sit on the offbeats. One study found that offbeat pushes make people want to move. Another found the kick drives the down move of the body. The hat drives the up move.

    In our tracks, 44 in 100 sub attacks land on beats. Chance is 25. High-band energy leans to the offbeats. Details are in the real-track section below.

  5. How often it hits strong

    Call it onset density. The kick hits four times a bar. Hats hit eight or sixteen times. A clap hits twice or four times. A hook may play once a bar. A riser plays once in a whole phrase.

    Studies that locate a track's changes lean on this count.

  6. Noise or tone strong

    The measure is spectral flatness. We call it noisiness. Hats, claps and risers are noise. Kicks, rumbles, stabs and pads are tone. Only the stab gave our tools a clear pitch.

    One caution. Our clap measured as less noisy than it sounds. That is because it is noise in a narrow band. The measure is not perfect.

  7. When it comes and goes strong

    Some sounds stay for the whole track. Others come and go in blocks. The kick leaves for the breakdown. It comes back at the drop. The best studies of dance music structure are built on this. They find the drop by energy, brightness change, and hit count.

    The kick is off a quarter of the time. The longest stretch is 16 bars in the middle track. Most stretches are multiples of four bars.

  8. Peak over average medium

    Call it the crest factor. It is the peak level over the average level. Hits have a high crest factor. Held sounds have a low one. Hats and claps sit near 24 dB. A kick sits near 8 dB.

    A pad sits near 5 dB. One paper used this on whole techno tracks. Nobody has used it on single techno sounds yet.

  9. The pitch it lands on medium

    A hard techno kick starts high and falls. Where it lands sets the weight. At 35 Hz, most of the energy is sub. At 90 Hz, almost none is. Producers say this all the time. Our sweep confirms it, but no paper has measured it.

  10. The pump medium

    The rumble ducks each time the kick hits. That is sidechain. One paper shows it shifts when a sound seems to start. Producers treat it as a core tool. We found one way to see it in a mix.

    Sub attacks sit on the beats. Sub energy sits between them.

    That gap is the pump. We have not yet turned it into a depth or speed. That is the next step.

What the knobs do

Here you can hear the sweeps. Each row changes one setting. The charts show what the measurements did. This is how we checked that the measures mean something.

Kick: the pitch it lands on

lands on 35 Hz
lands on 55 Hz
lands on 90 Hz

Lower landing pitch, more sub weight. The rest of the sound is the same.

Three line charts. As the kick's landing pitch rises from 35 to 90 Hz, the measured pitch tracks it exactly, the sub band share falls from 0.78 to nearly zero, and the low band share rises to 0.93.
The measured pitch tracks the setting. Sub band share falls as pitch rises.

Kick: how long the tail is

120 ms
300 ms
700 ms

A longer tail trades punch for weight. The crest factor falls from 12 dB to 5 dB.

Three line charts. As the kick decay setting rises from 120 to 700 ms, the measured ring-out time rises from 130 to 790 ms, the crest factor falls from 12.4 to 4.8 dB, and the sustain share rises.
Ring-out time follows the setting. Peak over average falls as the tail grows.

Kick: drive

no drive
heavy drive

Drive is soft distortion. It flattens the peak and lifts the body. The crest factor drops from 16 dB to 8 dB. The average level rises by 8 dB.

Three line charts. As drive rises from 0 to 0.9, crest factor falls from 15.9 to 7.6 dB, average level rises from -16.9 to -8.6 dB, and brightness falls from 1180 to 670 Hz.
Drive lowers peak over average and raises the average level. In this synth it also darkens the sound.
Two line charts. As the click level rises from 0 to 1, the high band share rises fifteen-fold and brightness in the first 100 ms rises from 470 to 1210 Hz.
The kick's click lives in the first 100 ms, up high. Measure it there, not in the whole sound.

Hat: decay

15 ms
60 ms
250 ms

A closed hat and an open hat are the same sound. Only the decay differs. The measured decay follows the setting in a straight line.

Three line charts. As the hat decay setting rises from 15 to 250 ms, time to fall 20 dB rises from 6 to 82 ms, time to fall 40 dB from 10 to 164 ms, and sustain share rises from zero to 0.07.
The two decay measures follow the setting. Sustain share only moves for the longest hats.

Clap: how many bursts

one burst
three bursts

One burst reads as a snare. Three bursts read as a clap. The rise time goes from 9 ms to 47 ms. Nothing else changes much.

Three line charts. As the number of clap bursts rises from one to four, time to peak rises from 9 to 63 ms and the 10 to 90 percent rise time rises from 9 to 63 ms, while spectral change per frame roughly doubles then flattens.
More bursts, slower rise. That is the clap's signature.

Stab: drive

no drive
heavy drive

Drive turns a pluck into a held tone. The decay time triples. The crest factor halves. The pitch stays the same.

Three line charts. As stab drive rises from 0 to 0.8, crest factor falls from 17.6 to 8 dB, time to fall 20 dB rises from 32 to 98 ms, and brightness falls from 1150 to 870 Hz.
Drive makes a stab last longer and hit less hard.

All ten jobs on one chart

A scatter chart with rise time on the horizontal axis and time to fall 40 dB on the vertical axis, both on log scales. Ten role sounds occupy distinct regions: closed hat and perc hit bottom left, kick and stab near the centre-left, clap and open hat centre, rumble and impact higher, pad and riser top right. Dot size shows brightness.
One clean hit per job. Two numbers put each job in its own place. Dot size is brightness.

The ten sounds

kick
rumble
closed hat
open hat
clap
perc hit
stab
pad
riser
impact

These are plain test sounds, not finished ones. They are made so one setting can change at a time.

Put together

core loop
full drop
breakdown
buildup

One bar at 150 BPM. The kick sits on every beat. The hats sit on the offbeats. The rumble ducks under each kick.

Measured values for one clean hit per job
jobrise, msfall 40 dB, mssustain sharebrightness, Hznoisinesscrest, dBsub shareair share
kick1.12060.367440.0008.50.610.00
rumble1154721.005280.00010.40.740.00
closed hat0.7280.00123000.2723.30.000.96
open hat7.31420.05102000.3524.70.000.96
clap46.91160.6335500.01824.60.000.00
perc hit0.5820.00114000.2723.50.000.72
stab4.61700.238590.0008.30.000.00
pad38220501.001300.0005.50.330.00
riser653080201.00122000.3916.70.000.79
impact0.25860.7376800.02512.20.830.01

In real tracks

We took the 26 tracks and found each one's beat. Then we folded every bar onto one. We split that bar into 16 steps. For each band we asked two things. Where do its attacks land, and where does its energy sit? We call this the energy grid.

Finding the beat was the hard part. Our first two tries failed. The rumble made every step look like a hit. The fix was to lock onto the sub band alone. Only the kick rises sharply down there. We tested the method on our own loops first.

Two heat maps of six bands by sixteen steps, averaged over 26 tracks. Left, where attacks land: the sub band lights up strongly on steps 1, 2, 3 and 4, and every other band is close to even. Right, where energy sits: the sub band is dark on the beats and bright between them, the low band is brightest on the beats, and the high and air bands lean slightly toward the offbeats.
Left: where each band's attacks land. Right: where its energy sits. Colour is relative to an even spread.

The kick marks the beat

In the sub band, attacks land on the beats. On average, 44 in 100 land on the four beat steps. An even spread would give 25. In 25 of 26 tracks, the top sub attack is on-beat. That is the kick, measured from full mixes.

The rumble fills the gaps

Sub energy tells the opposite story. Only 13 in 100 sits on the beats. More than half sits on the off sixteenths. So the sub band starts on the beat, then swells. That swell is the rumble, ducked by sidechain.

We had thought the pump was not measurable in a mix. This gap between attack and energy is one way. It needs more work to become a number.

Hats lean off the beat

The high and air bands lean to the offbeats, a little. About 29 in 100 of high energy sits on offbeat eighths. About 19 in 100 sits on the beats. The high band peaks on a beat in only one track. The lean is real but small. Hats here play on many steps, not just the offbeats.

When the kick leaves

Three small charts. First, per track, the share of sub attacks on the beats, all above the chance line of 0.25. Second, per track, the longest stretch with the kick off, ranging from 0 to 41 bars with a median of 16. Third, a histogram of all kick-off stretches of four or more bars, with visible clusters at 4, 8, 16 and 24 to 25 bars.
Left: the beat lock held in every track. Middle and right: how long the kick stays off.

The kick is off about a quarter of the time. The longest kick-off stretch is 16 bars in the middle track. It ranges from none to 41. We found 84 kick-off stretches of four bars or more.

More than half are multiples of four bars. A quarter are multiples of eight. By chance you would expect a quarter and an eighth. So the stretches lean to round numbers of bars.

Does the kick return on the same eight-bar line each time? In the middle track, two returns in three do. In four tracks every return does. That is the phrase rule, seen in the data. It holds often, not always.

We do not know where bar one is. So this is a lower bound.

Two line charts of band level over bars for two tracks, with kick-off stretches shaded. The low band drops to near zero in the shaded stretches while the air and mid bands often continue. Vertical lines mark every 16 bars.
Two tracks bar by bar. Shaded stretches have no kick. The hats and mids often play on through them.

What stays on when the kick is off

In the kick-off stretches, the low bands go quiet. The mid and high bands mostly keep going. That fits the jobs. The kick and rumble leave together. The drive and the hook carry the breakdown. The kick's return is the drop.

Tempo

The tracks run from 133 to 172 BPM. The middle is 152. One track reads as 94. That is likely half its speed. We treat it as an outlier.

What we could not do

Be clear about the limits. They shape what the numbers mean.

Help with a listening test. You can help close the biggest gap above. Try our new listening test.

A programme for ten times more

This programme has now been run. The results are in part two.

Here is what we would do next. It is built for one person, a laptop, and spare time. Each stage stands alone. Each one is worth doing on its own.

Together they aim for ten times more. Ten times the tracks. Ten times the sounds. And the one thing we have none of: listeners.

Stage 1: a labelled sound library

Make 300 single sounds, thirty per job. Use free sample packs and our synth. Label each one by job. Measure all of them. Then train a small classifier. Ask it which measures it needs to get the job right.

Success looks like this. The classifier names the job nine times in ten. It does so from five measures or fewer. We learn which five. Cost: two weekends and free tools.

Stage 2: ask producers

Build a web page with pairs of sounds. Each pair differs in one setting. Ask "what job is this sound for?" Then ask "which one is more of a kick?" Recruit twenty producers online. Twenty people, forty pairs, twenty minutes each.

This gives the missing evidence. It says which measures people actually use. A measure can look good and still not matter to ears. This would show that. Cost: one weekend to build, two weeks to collect.

Stage 3: measure the pump

The rumble was our weakest result. Fix that first. Take the low band of a mix. Track its level over each beat. The dip after each kick is the pump. Its depth and its return time are two new measures.

Test the method on our synth loops first. There we know the true pump. Then run it on the corpus. Cost: one weekend.

Stage 4: ten times the tracks

The free labels we found have hundreds more tracks. Fetch 250. Add a downbeat finder so we know bar one. Then re-run the energy grid. Now we can test the phrase rules.

Does the kick return on an eight-bar line? Does the clap sit on two and four? How long is a breakdown, in bars? These are simple questions. Nobody has answered them for hard techno.

Also track who made each track. Then we can check that our findings hold across producers. Cost: a week of compute on a laptop, spread out.

Stage 5: real stems

Ask the free-label producers for stems. Some will say yes. Even ten tracks of stems would be new. Then the single-sound measures can be run on real sounds. We can check our synth against the real thing.

Stage 6: a role meter

Wrap the best measures in a small tool. Drop a sound on it. It says "this reads as a clap" and shows why. Give it away. If producers find it useful, it will get used.

Then it will get corrected. That is the fastest way to learn in public.

What ten times means

thingnowafter the programme
real tracks measured26250+
producers in the corpus1260+
single sounds measured10 (synth)300 labelled, some real
listener judgements0800
the pump measurednoyes
bar one knownnoyes

Sources

Ranked by kind. Peer reviewed first. Named producers next. Trade articles last. Full notes are in the code and notes.

Glossary

attack
The moment a sound jumps up in level. A hit has one. A held sound has none.
air band
The highest band we measure. From 6 kHz to 16 kHz. Where hats live.
band
A slice of the pitch range. We use six. Sub, low, low-mid, mid, high, air.
band share
What fraction of a sound's energy sits in one band. The six shares add up to one.
bar
Four beats. Here a bar lasts about one and a half seconds.
beat
The steady count you tap your foot to. Four per bar.
BPM
Beats per minute. How fast the track goes. Hard techno runs from about 140 to 165.
breakdown
A stretch where the kick drops out. The track breathes before it comes back.
brightness
Our plain word for the spectral centroid. High means sharp and thin. Low means deep and round.
buildup
The stretch that builds tension before the drop. Often with a riser.
clap
A short burst of noise, often several stacked. It answers the kick.
classifier
A small program that learns to name things from examples. Here, to name a sound's job.
closed hat
A hi-hat with a very short decay. A tick.
corpus
The set of tracks we measured.
Creative Commons
Licences that let others use a work for free, with rules. Ours allow study but not resale.
crest factor
The peak level over the average level, in dB. High for hits, low for held sounds.
dB
Decibel. The unit for loudness and level differences. Ten dB feels about twice as loud.
decay
How long a sound takes to die away. We measure the time to fall 20 or 40 dB.
distortion
Pushing a sound past clean. It adds grit and squashes peaks.
drive
The amount of soft distortion applied.
drop
The moment the kick comes back after a breakdown.
energy grid
Our method for real tracks. Split the bar into 16 steps. Measure how much of each band's energy lands on each step.
downbeat
Beat one of a bar. Our tools do not yet find it.
filter
A tool that cuts highs or lows. A low filter keeps only the deep part.
hard techno
Fast, loud, kick-driven techno from about 2018 on. 140 to 165 BPM. A distorted kick with a rumble under it.
hi-hat
The short, bright, noisy hit that splits the beat. Closed or open.
Hz
Hertz. Cycles per second. The unit of pitch and frequency.
impact
A boom and splash that marks a change. Often on the drop.
kHz
A thousand Hz.
kick
The bass drum. In hard techno it is pitched, distorted, and on every beat.
ms
A thousandth of a second.
netlabel
A small record label that releases online, often for free.
noisiness
Our plain word for spectral flatness. Noise scores high. A clear tone scores near zero.
offbeat
The point halfway between two beats. Where hats often sit.
onset density
How many times a sound hits per bar.
open hat
A hi-hat with a longer decay. A hiss that rings.
outlier
One result far from all the others. We report it but set it aside.
pad
A soft, slow, held sound. It fills space in a breakdown.
peak
The loudest instant of a sound.
perc hit
Any small extra percussion sound. Often metallic. Adds drive and texture.
phrase
A group of bars that feels like one unit. Usually 8, 16 or 32 bars.
pitch
How high or low a tone is. Measured in Hz.
reverb
The wash of echoes a room adds. Here, a long one under the kick.
rise time
How long a sound takes to reach its peak from silence. Also called attack.
riser
A long sound that climbs in pitch and brightness. It builds tension before a drop.
rumble
The low tail under the kick. A kick sent through long reverb and a low filter. It ducks on each kick.
sidechain
Making one sound duck each time another plays. The rumble ducks under the kick.
step
One sixteenth of a bar. The grid we fold onto.
spectral centroid
The average frequency of a sound, weighted by energy. The technical name for brightness.
spectral flatness
How evenly a sound's energy spreads across frequencies. The technical name for noisiness.
sixteenth
One of the 16 steps in a bar. Four per beat.
stab
A short, pitched, often distorted chord or note. The hook.
sub band
The lowest band we measure. From 20 to 60 Hz. Felt more than heard.
sustain share
The share of a sound's energy after its first 50 ms. Zero for a tick, one for a drone.
sweep
Test sounds where one setting changes and nothing else does.
synth
Short for synthesizer. A program that makes sounds from scratch.
T60
The time for a sound to fall by 60 dB. A standard measure of how long it rings.

The 26 tracks

All are released under Creative Commons BY-NC-ND. That means: credit the maker, no resale, no remixes. Measuring them is allowed. Sharing the audio is not, so we do not. Each link goes to the label's own page.

artisttrackyearlabellicence
Combat KillerGlobal Function2018Fresscode RecordsCC BY-NC-ND 4.0
Combat KillerKalibrator2018Fresscode RecordsCC BY-NC-ND 4.0
Sol 1The Truth2022Fresscode RecordsCC BY-NC-ND 4.0
Pakistan Techno ForceBugs In Space2024Fresscode RecordsCC BY-NC-ND 4.0
THE D3VI7Temple (Hanzzo Remix)2020Dancefloor SocialismCC BY-NC-ND 4.0
THE D3VI7Technological Crime2023Dancefloor SocialismCC BY-NC-ND 4.0
JerzzAurora Borealis2025Dancefloor SocialismCC BY-NC-ND 4.0
AFFLICTEDNatural Desaster2025Dancefloor SocialismCC BY-NC-ND 4.0
Stanley HottekHardwired2025Dancefloor SocialismCC BY-NC-ND 4.0
Cement TeaChip Withdrawal (Bonus Sodium)2023PsychocandiesCC BY-NC-ND 4.0
THE D3VI7Paint It Acid (VIIII)2026PsychocandiesCC BY-NC-ND 4.0
THE D3VI7Paint It Acid (X)2026PsychocandiesCC BY-NC-ND 4.0
InquietoChaf Flares2025InquietoMusikCC BY-NC-ND 4.0
InquietoEruption2025InquietoMusikCC BY-NC-ND 4.0
InquietoZona de avistamientos2025InquietoMusikCC BY-NC-ND 4.0
InquietoJajanken2025Physical Techno RecordingsCC BY-NC-ND 4.0
InquietoSpider Poison2024Physical Techno RecordingsCC BY-NC-ND 4.0
InquietoSamurai2025InquietoMusikCC BY-NC-ND 4.0
InquietoVacaciones2023InquietoMusikCC BY-NC-ND 4.0
InquietoMetalic Dog2024InquietoMusikCC BY-NC-ND 4.0
InquietoAlways Horney (Original Mix)2024InquietoMusikCC BY-NC-ND 4.0
InquietoEs un hermoso dia2024BlackVogue RecordsCC BY-NC-ND 4.0
IndusteakHit The Floor2024BlackVogue RecordsCC BY-NC-ND 4.0
TKGRadical Rebellion2024BlackVogue RecordsCC BY-NC-ND 4.0
InquietoSolo para profesionales2023InquietoMusikCC BY-NC-ND 4.0
DJ Andre Darthdark hard techno demo2019Jamendo (archive mirror)CC BY-NC-ND 3.0