Session 1β’β± about 85 minutesβ’ Full step-by-step
Meet the Digitakt β a first beat
One machine, one drum loop. Nothing else plugged in.
Digitakt II
Headphones
The goal this session
Build a four-part drum loop on the Digitakt II β knowing exactly which button and knob does what β ending with a groove worth looping for two minutes.
What we need on the desk
For this first session, only the Digitakt is on the desk β no synth, no
SP-404, no cables to anything else, just one machine and a pair of headphones. By
the end weβll have a real drum loop and a working feel for the buttons.
We start with the drums on purpose: the melodic gear comes later, and a steady
beat gives the other machines something to play along to. No musical background
is assumed here β we build from zero.
The Digitakt has a lot of buttons, but this session only uses the highlighted
ones below β the rest can wait.
Simplified Digitakt II panel β highlighted controls are the only ones needed this session. Positions are approximate; see the manual's panel diagram (p.12) for the exact photo.
Part A β Plug in and hear something (about 15 min)
Connect power and headphones
Plug the power adapter into the DC In socket on the back and into the
wall. Plug the headphones into the PHONES socket β
itβs at the right-hand end of the back panel, next to the two
OUT L/R sockets. Then flip the POWER switch on
the back to turn it on and wait for the screen to light up.
Find the MAIN VOLUME knob β itβs the knob in the
top-left corner of the front panel. Turn it most of the way down
(anticlockwise) so the first sound doesnβt startle anyone.
Hear the demo
The Digitakt ships with demo music already loaded. Press
PLAY. Now slowly turn MAIN VOLUMEup until itβs comfortable. A beat should come through.
Press STOP once itβs been heard.
How the Digitakt is organized (about 8 min)
Before we build, hereβs a quick map of how the Digitakt thinks. Itβs just boxes
inside boxes β no jargon needed. Biggest to smallest:
Project β the whole thing weβre working in, like one big project folder.
Only one is open at a time, and everything below lives inside it. Weβve already
met one: the demo just heard is a project.
Sample β a single recorded sound: one kick, one clap, one piano note. The
raw ingredient.
Sample pool β the shelf of samples loaded into the project. Every track
picks its sound from this shelf.
Track β one player in a band. A track plays one sound. There are 16.
Pattern β one loop: a short scene that repeats. A pattern is really two
things stacked together β the kit (which sound each track holds) and the
sequence (when each track plays).
Step β one slot in the loopβs grid. There are 16 in a row. Dropping a hit
onto a slot is called placing a trig.
Bank β a drawer holding 16 patterns. There are 8 drawers (AβH), so 128
patterns in a project β far more than we need for a long while.
Boxes inside boxes: a Project holds the Sample pool and the Banks of Patterns. Each Pattern is a Kit (the sounds) plus a Sequence (the timing).
The two weβll live in today are track and step, and the picture that
connects them is a grid: each row is a track, each column is one of the
16 steps, and a filled square is a trig (a hit). Read left to right and thatβs
the loop.
A pattern as a grid: rows are tracks, columns are the 16 steps, filled squares are hits. This is exactly what we build in Part C β and it maps straight onto the 16 TRIG keys along the bottom of the panel.
Where these live β and whatβs a copy vs. a link
Two storage layers matter. The +Drive is the machineβs built-in shelf: it
keeps things permanently and shares them across every project. The
project is the desk weβre working at right now β held in temporary memory
until itβs saved.
Thing
Where it lives
Copy or link when used
If the original changes
Sample (the audio)
one master on the +Drive, shared by all projects
linked β the project just points at the master
delete it and every project/sound using it goes silent; rename or move is safe (itβs tracked by a fingerprint, not its name)
Preset / kit (a saved sound, or a whole set of them)
the +Drive library, shared
copied β the pattern gets its own copy
tweaking a track never touches the saved original; updating it means saving over it on purpose
Press TEMPO. The tempo screen appears. Turn
DATA ENTRY A (the first of the eight small knobs by
the screen) until the big number reads 90. Ignore the decimals β close
enough is fine.
Slower tempos are easier to program a first beat on. Press
TEMPO again (or NO) to
leave the tempo screen.
Remember the grid from earlier: the row of 16 steps is a player-piano roll.
We punch holes in the grid, and the machine plays back exactly whatβs punched β
nothing more, nothing less. Same idea as a piano roll, just sixteen slots.
Weβll do the same four moves on each track: select the track β load a
sound β place it on steps β listen. Once itβs done for the kick, the other
three are repeats.
Track 1 β select it
Hold TRK and tap the firstTRIG
key (step 1). That makes Track 1 the active track β its
TRIG key glows red.
Track 1 β load a kick sound
Press SRC (one of the page buttons) to open the
source page. Turn DATA ENTRY D β labelled
SMP on screen β to scroll through the available samples.
To hear the highlighted sample before choosing, tap Track 1βs
TRIG key (step 1). Find something that sounds like a
low βboomβ β a kick drum. Press YES to load it
onto the track.
Press RECORD β it lights solid red. This is
grid recording: now the TRIG keys place sounds
instead of selecting tracks.
Tap keys 1, 5, 9 and 13. Those four steps are evenly spaced β one kick on
each beat. Press PLAY. The result should be a steady
boom β boom β boom β boom.
π Expected result β four even kicks at 90 BPM
Reference clip not recorded yet β capture this and save it under public/audio/, then add src="/audio/β¦".
β οΈ If it's a click, a glitch, or a pitched tone instead of a low thud, the wrong sample is loaded β press SRC and choose a kick again.
Hold TRK and tap the secondTRIG
key to select Track 2. Load a snare or clap with
SRC β DATA ENTRY D β
YES (listen for a sharp βcrackβ).
With RECORD still lit, tap keys 5 and 13 β the
snare now lands between the kicks. That push-pull is the heartbeat of most
drum loops.
Track 3 β add hats for movement
Select Track 3 (TRK + third TRIG
key). Load a closed hi-hat (a short βtssβ). Tap keys 3, 7, 11 and 15
to start. Want more drive? Add a few more steps and remove any that feel too
busy.
Track 4 β one character sound
Select Track 4 and load anything with personality β a rim, a shaker, a clave,
a noise. Place just two or three steps. This is seasoning, not a main
ingredient.
π Expected result β the full four-part loop
Reference clip not recorded yet β capture this and save it under public/audio/, then add src="/audio/β¦".
β οΈ No single part should dominate. If the hats stab or the kick gets buried, don't worry β the balance gets fixed with track levels in Part D.
Part D β Make it feel good, then save (about 15 min)
Balance the levels
Select each track in turn (hold TRK + its
TRIG key) and turn the LEVEL/DATA
knob (next to the screen) to set how loud that track is. The kick is the
foundation; the hats should sit quietly on top, not stab the ears.
Play with mutes
Hold FUNC and tap TRK to
enter mute mode. Now each TRIG key mutes or
unmutes a track while the loop plays. Dropping the hats out and back in is
the simplest βarrangementβ there is. Press FUNC +
TRK again to leave mute mode.
Let the loop run and just listen for two full minutes.
A loop is finished when it can play for two minutes without getting boring.
Reaching for a knob out of boredom is a good sign β follow it and tweak.
Still nodding along at two minutes? Itβs done.
Save the work
The beat lives in temporary memory until itβs saved β so save it now, or a
power-off will erase it. Hold FUNC and tap
SETTINGS to save the project. Weβll build on this
exact loop in Session 2.