Tags: posts polarity-music Bitwig Kickdrums Tutorial Poly-Grid

Bitwig Grid Resynthesis: How to Recreate Any Kick Drum

Tutorial | Jul 25, 2025

In this video, I show you how to resynthesize a kick drum in Bitwig Studio using The Grid by extracting and mimicking the pitch and amplitude envelopes from a sampled drum sound. This method allows you to create highly tweakable, high-definition drum presets that can be customized and reused without needing tons of samples. The approach is efficient and flexible, giving you precise control over your drum sounds while you wait for the much-anticipated Bitwig Studio 6 release.

You can watch the Video on Youtube

Short Overview

While we're all eagerly waiting for Bitwig Studio 6, I decided to make the most of the current version by diving into resynthesizing drum sounds within the Grid. In this process, I use tools like zero crossing analysis and envelope followers to extract and recreate kick drums, allowing for precise control over both the pitch and amplitude envelopes. This method lets me build clean, tweakable drum sounds from scratch or from samples, giving me a flexible preset collection instead of a folder full of samples. Not only does this keep my workflow efficient and creative, but it also makes every drum hit uniquely customizable for each track.

Introduction

Hey everyone, welcome back. Right now, most of us are eagerly awaiting the release of Bitwig Studio 6, or at least some concrete news about when it will drop. But since it’s not here yet, we still need to keep making music and moving forward with the tools we already have. That’s the core of this video: how to work creatively in Bitwig Studio even as we wait for the next version. Specifically, I’ll walk you through how I extract and resynthesize a kick drum from a drum loop, fully inside Bitwig’s Grid.

Getting Started: Extracting a Kick Drum

I start with an empty Bitwig project and load up a drum loop that doesn’t have much on top, especially no hi-hats, to keep things clean. Once I select a suitable loop, I drag it into Bitwig and focus on extracting just the kick drum. This involves bouncing the kick drum audio (post-fader, 32-bit) from the loop, which gets me an isolated kick I can now resynthesize.

Using the Grid to Resynthesize the Kick Drum

I want to replicate the original kick as closely as possible, so I use Bitwig's Poly Grid. Instead of the default sine oscillator, I load the bounced kick sample into the Grid’s Sampler and disable key tracking to preserve the original pitch.

Pitch Envelope and Amplitude Envelope Extraction

A key trick here is to analyze both the pitch envelope and the amplitude envelope of the sample, to capture the “shape” of the kick drum.

Breaking Down the Pitch Envelope

To isolate the pitch envelope, I run the kick sample through a steep high-pass filter and listen only to the high-frequency noise at the kick’s start. Then I switch to a low-pass to isolate the fundamental pitch drop of the kick. Using the Zero Crossing module, I can track the pitch changes over time. By visualizing this in an oscilloscope (triggered with a Gate input for each note), I can see the stepped pitch drop characteristic of typical kick drums.

Zero Crossing Explanation:
The Zero Crossing module detects where the audio waveform crosses the "zero" axis (amplitude zero). By measuring the time between these crossings, it calculates the frequency (pitch) over time, allowing a visualization of the kick’s pitch envelope as it falls from high to low.

Extracting the Amplitude Envelope

To capture the volume shape, I use Bitwig’s Envelope Follower, set to a very fast rise and default fall time. Watching this on another oscilloscope, I can see the amplitude contour of the kick and smooth it as needed. This shape controls the gain of our resynthesized sound, ensuring the dynamics closely match the original.

Envelope Follower Explanation:
An envelope follower tracks the loudness of an audio signal over time, outputting a control signal that can be used to modulate other parameters (like gain or filter cutoff), duplicating the original sample's dynamic movement.

Comparing and Refining the Synthesized Kick

Now I attempt to replicate the kick using a Sine Oscillator, feeding in the extracted envelopes for pitch and amplitude. Running this through a simple Multiply module (for gain shaping), I compare the reconstructed kick to the original. My result is usually a bit cleaner, largely due to removing any unwanted distortion or noise present in the sample. If needed, I can tweak my amplitude and pitch envelopes for an even closer match.

Manual Envelope Matching for True Preset Freedom

Though I could use the sample’s own envelopes, I prefer to recreate them with Grid “Segments” modules. This way, my preset doesn’t depend on the original sample and is freely tweakable for any project.

I create envelopes for both pitch and amplitude using Segments, drawing in breakpoints to mimic the observed curves. By switching these envelopes to use seconds or milliseconds instead of beat-based subdivisions, I ensure the sound remains consistent regardless of the BPM, which is vital for tight, punchy kicks.

By adjusting the start and end points, the slopes, and the overall contour, I match the new envelopes to the ones visualized from the original kick. The manual effort pays off since I now have a reusable, highly tweakable kick drum generator.

Adding the Noise Layer

Most kicks are a combination of a sine-based low end and a noise-based attack. Instead of using Bitwig’s random noise generator (which gives a different result every hit), I often use a sampled noise (white or pink) in a Sampler, so every kick has a consistent attack.

By shaping and blending the noise layer using high-pass filters and amplitude envelopes, I can further control the character of the kick, making it punchy or smooth as needed.

If I do want some random flavor, I might use the noise generator, but using a sample provides more consistency for most purposes.

Finalizing and Saving the Kick Drum Preset

With the pitch and amplitude envelopes nailed down, and optional noise layered on top, I have a fully resynthesized kick that sounds very close to the original sampled one. The advantage here is full flexibility: I can tweak the pitch, the decay, or the transient, and always have a consistent and high-quality result.

Once I’m happy, I save the whole patch as a preset. Instead of browsing through thousands of random samples, I can just recall the preset, tweak for the project at hand, and bounce it to audio if needed. This workflow keeps my sample library lean and my kick drums customizable.

Demonstrating Versatility and Further Examples

I show how this approach applies not just to kicks, but to snare drums and even more complex drum generators within Bitwig’s Grid. With a few noise samples and carefully constructed envelopes, I can cover a huge range of drum sounds for genres like drum and bass, techno, or even custom layered percussion.

Through the video, I demonstrate using existing presets I’ve made for myself and mention possibly sharing some of these on Patreon, showcasing how versatile and powerful this method is.

Why Not Just Use Samples

A common question is why not just use audio samples. The point is to avoid being overwhelmed by endless libraries, and instead to create a small number of high-quality, flexible tools. With a handful of well-made patches, I can always sculpt the right sound for any track, drag it into a new session, tweak as needed, and have a consistent workflow.

Conclusion

That’s my method for reverse-engineering and resynthesizing drum sounds in Bitwig Studio using Grid modules, analyze, mimic, and create flexible presets with custom envelopes and optional noise layers. This keeps my sound design both lean and powerful, and gives me a deep toolbox for any genre or mix. I hope this inspires you to try envelope analysis, reverse engineering, and Grid-based synthesis in your own projects, whether you’re waiting for Bitwig 6 or not. Let me know your thoughts or tricks you use, and stay tuned for more updates, hopefully including Bitwig Studio 6 soon.

Full Video Transcription

This is what im talking about in this video. The text is transcribed by Whisper, so it might not be perfect. If you find any mistakes, please let me know.
You can also click on the timestamps to jump to the right part of the video, which should be helpful.

Click to expand Transcription

[00:00:00] Yo, folks. Welcome back. I know most of you are waiting for Bitwig 6 to drop or at least
[00:00:05] for some kind of an announcement when Bitwig Studio 6 will drop. But it's not here yet.
[00:00:10] It's probably soon. It's probably any minute now. But in the meantime, we still have to
[00:00:15] live our lives. We still have to make music. The show must go on, right? And that's exactly
[00:00:22] the topic of this video. We want to make some music in Bitwig. So I want to switch to Bitwig
[00:00:27] here. It's completely empty at the moment. And yesterday, I made some beats. And I had
[00:00:33] some kind of drum loop here. I choose a random one here without some ... Let's use this one
[00:00:43] here because there is no hi-hat on top. So we drag this into Bitwig here. And we want
[00:00:49] to extract only the kick drum for now. So let's bounce this. Post-fader, 32-bits. Okay.
[00:00:57] So we have a kick drum. Pretty nice. And we want to resynthesize this kick drum inside
[00:01:05] of the grid. But not just ... We want to make it precisely the same thing, polygrid. So we
[00:01:13] go in here. And then we use the kick drum. We just bounced here. Maybe you really named
[00:01:20] this to kick. Just drag it in. And then we can use here, instead of the sine oscillator,
[00:01:27] we can use the sampler. And then use the keyboard. And we want to disable, of course, keytracking
[00:01:36] here. So we have the initial original pitch. And we also can delete here this one. So inside
[00:01:45] of the grid, we want to resynthesize now the kick drum. And we want to make it precise.
[00:01:53] So what I do sometimes, not all the time, but sometimes it's a very neat trick, is to
[00:01:58] extract actually here the pitch envelope and also the amplitude envelope. And we start
[00:02:04] here first with the pitch envelope. And I do this sometimes with the filter here. And
[00:02:09] I use a very steep one, high pass 8. And I want to hear only the top, top noise layer
[00:02:18] of the kick drum. Right here, you can hear it starts, basically it's the beginning of
[00:02:23] the pitch stop of the sine of the fundamental. But this is too much, maybe here. And then
[00:02:30] we switch this to low pass instead of high pass. So now we can only hear the bottom or
[00:02:38] the sign with the pitch drop in there. So now we extract the pitch envelope by using
[00:02:46] a zero crossing small tool. And this kind of works surprisingly well, I have to say. So
[00:02:53] we go into this, and we also go into an oscilloscope, because we want to visualize what's going
[00:02:59] on there. You can see here the pitch coming in, maybe you make this a bit slower. So there's
[00:03:10] all kinds of noise coming here from the filter, probably if I disable this here. So this noise
[00:03:18] is coming from the filter. Anyway, we want to use then a gate input here, which gives
[00:03:23] us one, every time we press a note on the keyboard. So you can see here, this is the
[00:03:33] pitch drop of the kick drum. And it's pretty much always the same. It looks kind of stepped,
[00:03:43] because it tries to pitch track here this with the zero crossing. So you can see here,
[00:03:51] this is basically, so this is a crossing here, right? This is a zero crossing from here to
[00:03:54] here, it measures the distance on every cycle, the distance, or the length, the wavelength
[00:04:03] is a bit different because the pitch changes all the time. So that's what you get here with
[00:04:08] this kind of stepped result. Anyway, so this is the pitch drop here. Maybe we also use
[00:04:18] here a note in there. So we can loop this a bit faster. Maybe go like this. Yeah, this
[00:04:33] is okay. Then we can, I think we can remove here the noise a bit by just bringing this
[00:04:41] down, but it's still giving you values here. It doesn't really matter. Now we want to extract
[00:04:50] more or less the amplitude envelope. We can do this with an envelope follower here, this
[00:04:57] one, very fast rise time and also your default time, we can tweak this to our liking. Then
[00:05:07] we go also here into an oscilloscope. We also trigger this here with the gate. So we want
[00:05:12] to freeze or sample and hold basically the value. So now we have here the amplitude envelope,
[00:05:20] and you can see we have some very small little things in there, but we can tweak this with
[00:05:29] a default time. You can smooth it out, right? So we can decide if you want to have every
[00:05:40] small little cycle peak in there or if you just want to smooth it out. I prefer to have
[00:05:48] it here at this point. That's kind of nice. So now that we have this, we want to just
[00:05:56] test this if this actually makes sense. So we use a sine oscillator and we use maybe,
[00:06:07] what do we use? Maybe segments for now. Connect your segments. We don't want to loop this
[00:06:15] and we just make here a very basic shape and it's maybe eight notes, I don't know. And
[00:06:25] then we disconnect here this and we put this here. So now we have something like this.
[00:06:33] It's very uninteresting, but now we use here the zero crossings output for the pitch input
[00:06:40] of the sine. And we probably want to fake here also the pitch envelope, the amplitude
[00:06:47] envelope by just using a multiply, then using the output of the follower for the multiply.
[00:06:55] So this is basically our envelope here. Instead of using segments, we're using the output
[00:07:00] here, the signal of this follower to amp up the signal or bring the gain back down, right?
[00:07:07] So let's try out the sounds. It almost sounds like the old thing. Maybe we use here a select
[00:07:19] and the button so we can compare two signals. So this is our synthesized thing, right? So
[00:07:38] there's a bit of difference there, but it's just probably because of distortion on top
[00:07:47] of this original sound distortion with some noise on top. I would say my kick drum even
[00:07:58] sounds better. So this one is much cleaner, right? We have some artifacts here at the
[00:08:05] end, but that's not a problem for now. So we can now kind of recent the size already
[00:08:14] the drum, but we have to use the sample as some kind of source for the data of the pitch
[00:08:22] and the amplitude envelope. And this is not something I want to do. I just don't want
[00:08:27] to save this patch as a preset and keep the sample in there. Why makes no sense because
[00:08:34] then you can just save the sample and use the sample instead of recent the sizing it.
[00:08:39] So what I do then is I try to mimic what the pitch envelope does and also the amplitude
[00:08:46] envelope does. And I do this by using also a segment here, something like this. And I
[00:08:56] turn the looping off and I also switch instead of timing, I switch to maybe seconds, right?
[00:09:04] So seconds is actually not bound to the BPM. So when you use your half note and so on,
[00:09:11] the half note length changes when you change the BPM setting, which is not what you want.
[00:09:15] You want to have the kick drum sounding always the same, no matter what kind of BPM you set
[00:09:22] here in Bitwig. So I'm going for these unbound kind of units, which is seconds milliseconds
[00:09:30] and so on. So seconds would be maybe enough. And I also want to use a pitch, a pitch module
[00:09:41] here. And yeah, let's hit your phone moment. Then we go basically with this into the sign
[00:09:49] here. And then we want to use an add. And you want to add the segments to it. But for
[00:09:57] now, I just give you an idea why I do this. So I go in here. And you can see the second
[00:10:03] line here. This is our initial pitch stop there. And this is our liner. So it's perfectly
[00:10:09] in the middle because it's C3 and C3 is zero and zero is exactly in the middle of the oscilloscope.
[00:10:16] So now I hit play here and let this loop for a moment. And I bring down the output here
[00:10:23] of the polygrid. So we just have a bit of room to talk. So what I want to do now is
[00:10:30] I want to bring down here the pitch to the lowest point here, which is the kind of the
[00:10:38] fundamental of the original kick drum, right? It pitches down to an fundamental pitch. So
[00:10:44] in this year, basically this pitch down there. So what I do then is I just pull down here
[00:10:50] the thing until we hit the floor there. So it's C0, maybe D. It's probably D is C0, right?
[00:11:02] So this is the lowest point of this kick drum here. So we match this. And then again, like
[00:11:10] I said, I'm using add. And I add the segments to it. And I also use an attenuator. And then
[00:11:20] I create here a basic pitch drop, something like this. So now you can see, maybe give
[00:11:29] us a different color, maybe blue. So you can see in yellow here, more or less our original
[00:11:36] pitch drop. And in blue, you can see our static segments thing. So we have defined basically
[00:11:47] our root pitch here. If I go down, it goes down to the root pitch. And then with attenuate,
[00:11:54] I'm changing this until I hit the highest point in the pitch drop, which is here, right?
[00:12:02] So maybe make this a bit bigger zoom in a bit more. And we try to reach the highest point,
[00:12:12] which is maybe there. So all we have to do now is we have to shape this one here until
[00:12:23] it kind of mimics what this kind of shape does. It sounds harder than it is. So we can
[00:12:34] hold down shift here so the snapping is disabled. So here there's probably a longer part where
[00:12:41] this pitches. So I just put in a note there. Put this there. It's pretty indirect, but
[00:12:55] we kind of can manage it. So this is here probably too long. Let's go down. Yeah, that's
[00:13:07] probably better to use something like this first. So that's better. Paint in some kind
[00:13:16] of simple curve here first, until the end. And then you pull down this here seconds.
[00:13:25] So the length of this whole envelope and until you match basically the end of the pitch drop.
[00:13:32] So it's probably easier then. So now we can put in here stuff in between. Something like
[00:13:42] this there. Yeah, it's a bit of small work, but it helps. Okay, so this would be maybe
[00:14:04] my pitch drop. Maybe this would be better here. Okay, something like this. So this would be
[00:14:18] my pitch drop here for this kind of kick drum. Let's see how it sounds. It's kind of the
[00:14:34] same thing. So now you can see we just recreated here the pitch drop with the segments thing
[00:14:40] pretty easily because we can first set up the boundaries. So the top part of the highest
[00:14:50] pitch and the lowest pitch. And then we nail here the length of the kick drum with the
[00:14:55] pitch envelope. And then we bringing us some things in between to mimic kind of this curve.
[00:15:02] And then you get kind of the same sound, the same pitch drop from it. So now with this,
[00:15:09] we can completely remove this first thing here and just move on to the amplitude follower
[00:15:18] here. And we can do the same thing basically here, right? So maybe use here, attenuate.
[00:15:30] And we can also disable here the smoothing, by the way, here this kind of prequot if you
[00:15:36] want to have a different sound. So with this disabled, it's kind of, you know, not smoothed
[00:15:41] out. But for me, it sounds kind of the same. So let's nail this one here. So attenuate
[00:15:49] brings down the whole thing. Okay, like this. And then we maybe try to nail here the timing.
[00:16:01] So this is seconds. This too short. Maybe here. Then we put this there. And maybe there's
[00:16:16] in the beginning, there's some kind of, it's kind of the same thing, right? Yeah, for me,
[00:16:26] it looks kind of the same. Okay, so now we have this thing here happening, we can, we
[00:16:34] have an attenuate. Yes, we change the overall loudness. So what you can do is you can just
[00:16:40] this, this, you know, this disconnect this here and then maybe use the separate. Let's
[00:16:49] do something like this. And then go in here. Let's see how this sounds. Or if you don't
[00:17:05] want to have this attenuate in here, you can just delete this and connect these two. But
[00:17:12] then the overall loudness is different because the segment goes all the way up, right? Nice.
[00:17:24] So with this, we can now completely remove all of this. It's just analyzing. And you
[00:17:32] can disable this, disconnect this and we have a very simple pitch drop here. We have an
[00:17:40] amplitude envelope and we kind of recreated the original kick drum. We can also here enable
[00:17:47] this kind of thing to retrigger the science. So it starts at the same position every time.
[00:17:54] But I would argue if you want to use this kick drum in some something like a dance floor
[00:17:59] tune, you have to resample it. So you have every time the same sample. But then you could
[00:18:07] also use the original sample, I guess. But here you can at least tweak it. You can shape
[00:18:13] the amplitude envelope. You can make the pitch envelope a bit different and so on. So you
[00:18:18] can recent size it in a different way. Okay, so the next thing I would do is to put some
[00:18:29] kind of noise layer on top. And usually people go for white. So for this noise, your white
[00:18:36] noise or pink noise. But this noise generator here generates noise. That's why it's a noise
[00:18:43] generator, but you get every time a bit different kind of noise. So what you want is basically
[00:18:50] you want to have the same noise every trigger. So it sounds like the same kick drum all the
[00:18:56] time, but maybe you don't want that. But here I give you an example. Mixer put this in the
[00:19:06] second here. And also like a simple envelope, maybe a high pass. Something like this. Yeah,
[00:19:21] let's go up with this.
[00:19:51] So that's something you can use. Or what I do sometimes is I use a sampler. And I have
[00:20:00] here some kind of noise. Noise samples, pink noise, white noise, for instance. So like
[00:20:11] this I sampled here from zero. And that's a noise sample. And it's always the same, right?
[00:20:16] It's the same sample. So you can go in here and then use this. So that's maybe something
[00:20:31] you want to put on top. Or you can also instead of using here a separate amplitude envelope,
[00:20:38] you can also use a multiplier and then go in here and maybe using attenuates, we can
[00:20:49] change the strength of the modulation. So let's see how this sounds. And yeah, the benefit
[00:21:02] of using a sample, of course, here is that you can change the pitch of the sample. So
[00:21:22] many possibilities. But that's how I would do these things. But actually, let's go here
[00:21:31] for noise. And replace this. Yeah, I can. Let's go for this kind of solution here. With
[00:21:41] a noise on top, maybe in the post FX part here, let's use, I don't know, peak limiter
[00:21:51] or maybe a clipper. And with this we can perfectly replace probably, let's bring this back in.
[00:22:13] Let's loop this here for a moment. What's this one on 74. Okay. That's too fast. Slice. So
[00:22:28] let's delete here actually our kick drum. So there's a noise layer on top missing, but
[00:22:37] also here these kick drums have, I think, a hi-hat on top. Okay. Also here, let's remove
[00:22:50] this. Maybe you can steal this kind of hi-hat here and put it there like this. It's probably
[00:23:07] better. Can almost hear no difference at all. So this is what I do sometimes to read synthesize
[00:23:17] kick drums I like. And then I save this as a preset and every time I want to make a track
[00:23:23] instead of loading in a sample, I load in basically this patch and then I can tweak
[00:23:28] this patch to my bass sound or to my other sounds or whatever. And I've always basically
[00:23:35] a very tweakable, high definition sound I can use. Let's loop this here for this part.
[00:23:52] Yeah, there's a bit of different noise on top, but it's the same pitch shop. Yeah, and
[00:24:05] then you save it here as, let's say, I have actually some multiple presets of this. Dnb.
[00:24:16] You can see a lot of stuff I recent the size. I think this is Dnb kick 14. Dnb kick. I show
[00:24:28] you some of my other ones. Maybe I put this on my Patreon, I have no idea. That's the
[00:24:35] kick drum, that's the kick drum. Digital. Okay. Nice. So this is one of my kick drums
[00:24:50] here. Then we have search for Dnb kick 13. This is a snare sound, right? It's all kind
[00:25:09] of synthesized in the in the grid here, just a noise sample, a bit of sign and some kind
[00:25:19] of clip by the end, some very basic kick drum. Oh, that's very stereo. Oh, this is actually
[00:25:35] this Dnb generator is actually generating kick snare and hi-hats in the pattern. So a lot
[00:25:45] of different stuff here I'm using. Maybe I put this at some point on my Patreon. I have
[00:25:50] no idea if people are interested in this. Yeah, many different sounding kick drums. And yeah,
[00:26:06] that's how I do it. Yeah, maybe let's use it a snare sound for a moment. Put it here,
[00:26:13] and here. Okay, and here I use my kick we just generated, 14. And we just clone this
[00:26:29] part or add here the hi-hat. Okay, use that. Just copy that, delete this. Let's see all
[00:26:41] the sounds. Put this in a group. I really like to use this free plug in called squash for
[00:27:01] some reason. It's a four band OTT, whatever, it's completely free. Right, this is the drum
[00:27:27] loop and the rest is synthesized. And here you can go in and can say I want to have a
[00:27:35] different noise layer. So this is the benefit of re-synthesizing this because I can already
[00:27:58] see the comments why don't you use just samples, right? So the idea is I don't have 3000 samples
[00:28:05] on hard drive, I just have a few presets with sounds I like, and then I can tweak it and
[00:28:10] I can resample it or bounce it down to audio and then I have a consistent result. So this
[00:28:16] is how I do sometimes these kind of drum sounds or re-synthesizing kick drums I really like
[00:28:22] from other tunes often drum loops or whatever. And I also did recently some kind of kick
[00:28:30] drum for some of my Patreons here, this one. And this is out of some kind of minimal techno
[00:28:38] tune and you wanted to recreate this kick drum. And I did the same thing, basically, I sampled
[00:28:47] the kick drum from the tune and I analyzed the pitch envelope and also the amplitude
[00:28:53] envelope and then you get this kind of result from it. Yeah, I put probably some of my drum
[00:29:02] sounds on Patreon and I hope you liked the video. Let me know what you think, maybe you
[00:29:07] do this for yourself already, maybe it's a known trick and I'm the last one discovering
[00:29:12] this, but the zero crossing module is pretty dope for analyzing the pitch envelope of samples.
[00:29:22] That's it, thanks for watching and I hope we don't have to wait much longer for Bitwig
[00:29:29] 6, it's coming soon, any minute now, okay. Yeah, thanks for watching, see you in the
[00:29:35] next video, bye.
[00:29:36] [BLANK_AUDIO]