Why a metronome with drum sounds beats a click
A click marks where the beat is. A drum beat metronome tells you where to sit in it. When the kick lands on 1 and the "and" of 3, the snare cracks on 2 and 4 and the hats fill in the eighths, you are not tracking a point in time any more; you are placing your notes relative to a drummer, ahead of the snare or behind the kick, and that is the skill that transfers to a band. The subdivision comes for free (the hats never stop), dynamics come from the accents, and a phrase that felt fine against a beep suddenly shows you exactly where it drags.
It also makes the boring part bearable. Sixteen bars of scales against a beep is a chore; sixteen bars against a groove you like is playing. Change the groove every few minutes and your time-feel learns to adapt instead of memorising one pattern.
How to use it
- Pick a groove from the chips, or start from the default rock beat. Set the tempo; press play (Space).
- Edit the grid. Tap a cell to cycle it: hit → accent → off. Accents play at full level, hits a little softer, the way a drummer's ghost notes sit under the backbeat.
- Open a track (tap its name) to change the sound, the loop length, the level, or to mute, clear or remove it. Add track brings in the next unused drum.
- Swing shifts the off-beat sixteenths later; Punch is a glue compressor on the drum bus; Room adds a small-room reverb. Neither touches the timing.
- The share button copies a link that opens exactly this groove: presets by name, custom patterns cell for cell.
Grooves to practice with
Each link loads the groove at its usual tempo. They are starting points: change a kick, move a snare, and it is yours.
- Rock 112 BPM · 4/4
- The money beat: eighth-note hats, backbeat snare on 2 and 4, kick on 1 and the "and" of 3. The default groove, and the one to start with.
- Half-time 80 BPM · 4/4
- Snare on 3 only, kick on 1 with a pickup: twice the space of the rock beat at the same tempo. Ballads, heavy riffs, trap-style feels.
- Funk 100 BPM · 4/4
- Sixteenth hats, syncopated kick on the "a" of 1 and the "and" of 3, and ghosted snares between the backbeats. Lock to the kick, then float over it.
- Hip-hop 92 BPM · 4/4 · swing 58%
- Boom bap: lazy swung hats, a hard backbeat, kick on 1, the "a" of 2 and the "and" of 3. The swing slider is the whole feel; try 55 to 62 percent.
- Disco 118 BPM · 4/4
- Four on the floor with open hats on every off-beat and the snare on 2 and 4. The pea-soup hi-hat is the tell.
- House 124 BPM · 4/4
- Four-on-the-floor kick, claps on 2 and 4, off-beat open hats. Steady enough to practice anything against; change the kick sound and it is techno.
- Reggae one drop 76 BPM · 4/4
- Nothing on 1. Kick and side stick together on 3, hats on the eighths. The empty downbeat is the whole point: count it or you lose it.
- Bossa nova 132 BPM · 4/4
- Side-stick clave over a kick on 1 and 3 with pickups, hats on the eighths. Think in two: the pattern breathes across the bar.
- Train beat 120 BPM · 4/4
- Continuous snare sixteenths accented on 2 and 4, kick on 1 and 3: the country and rockabilly chug. Great for right-hand strumming and picking.
- 6/8 80 BPM · 6/8
- Six-step tracks: one step per eighth of 6/8, kick on 1, snare on 4, hats on every eighth. The tempo shown is per four steps; the dotted quarter runs at 4/3 of it.
- 12/8 blues shuffle 60 BPM · 12/8
- Twelve-step tracks give true triplets: hats on the first and third of every three, snare on 2 and 4, kick on 1 and 3. At 60 here the dotted quarter is 80.
- Polymeter 104 BPM · 16 · 7 · 5
- Sixteen-step hats under a seven-step snare and a five-step kick. The three loops meet again only every 560 steps, so the groove keeps shifting instead of looping flat.
- Double kick 160 BPM · 4/4
- Sixteenth-note double kick, snare on 2 and 4, ride on the quarters. Bring it down to 120 first; the wall of kicks hides sloppy timing at speed.
Swing, from straight to shuffle
The swing slider works on pairs of sixteenths: at 50% they are equal; at 58% the off-beat sixteenth arrives late enough for the lazy hip-hop lope; at 67% the pair is 2:1, the swung-sixteenth feel of New Orleans funk and neo-soul; at 75% it is a dotted sixteenth followed by a thirty-second, a hard chug. Because only the odd steps move, eighth-note hats on the even steps stay straight while everything between them swings, exactly how a drummer's hands do it. The swing on the plain metronome uses the same percentages, so a feel you find here transfers to the click.
A blues or jazz shuffle is a different animal: triplet eighths, where the third of every three carries the swing. You get that not from the slider but from the grid: a 12-step loop gives every beat three steps, and the 12/8 preset shows the pattern.
Odd meters and other resolutions
A step is a sixteenth of the tempo note, so a 16-step loop is one bar of 4/4. Change the loop length and you change the meter: 12 steps for 3/4 in sixteenths or a bar of 12/8 in eighths, 14 steps for 7/8, 6 steps for 6/8 counted in eighths, 10 steps for 5/8. Longer bars that need more than 16 sixteenths (5/4, 7/4) work at eighth-note resolution: halve the tempo and read each step as an eighth, so a 10-step loop is a bar of 5/4 and a 14-step loop a bar of 7/4. The displayed tempo is always the quarter note of the sixteenth grid; for 6/8 and 12/8 the dotted-quarter pulse runs at four thirds of it.
Polymeter: loops that do not line up
Give the snare a 7-step loop under 16-step hats and the backbeat lands somewhere new every bar, drifting against the hats until, 112 steps later, everything meets on the downbeat again. That is polymeter: the parts agree on the pulse and disagree on the bar. Every track here wraps at its own length against one shared sixteenth clock; the whole mechanism is a modulo, which is how Elektron sequencers do it and why the groove keeps shifting instead of looping flat. It is the trick behind Meshuggah and Tool riffs, and a useful practice tool even in 4/4: a five-step kick under a straight groove tests whether your inner pulse survives an accent pattern that refuses to repeat.
Polymeter is often confused with polyrhythm, where rhythms share the bar but divide it into different numbers of equal parts, three against two inside one cycle. That lives on the polyrhythm metronome, with its rings and counting grid.
Tips by instrument
- Guitar and bass: lock to the kick first: play only where the kick plays for a chorus, then only where it does not. Mute the hats to test whether you still feel the sixteenths.
- Piano and keys: comp on the backbeat with the snare, then move your left hand onto the kick pattern. The bossa and funk grooves are ideal for two-hand independence.
- Drummers: mute one instrument in the groove and play it yourself: the hats over the machine's kick and snare, then the kick under the machine's hats. Set a five- or seven-step track and keep your own time against it.
- Singers and horns: phrase across the bar line against the half-time and reggae grooves, where the empty downbeat makes it obvious when you rush.
Sounds, Punch and Room
The kit is the app's eighteen samples: kick, snare, snare 2, rimshot, side stick, sticks, hi-hat closed, hi-hat closed 2, hi-hat closed 3, hi-hat closed 4, hi-hat open, ride, crash, tom high, tom mid, tom low, tom floor, cowbell. Every hit is trimmed to its onset when it loads, so a snare and a kick that fall on the same step really do start on the same sample. The drum bus passes through a fixed 2:1 glue compressor (Punch sets its threshold), a small-room reverb send (Room sets the wet level) and an always-on soft limiter, so stacked hits saturate gently instead of clipping. The click on the other pages bypasses all of this: the timing reference stays dry.
Timing
The step clock runs on the same sample-counting engine as the metronome: the next step is placed at an exact frame position, the fractional remainder carries forward, and a tempo change lands on the very next step. Loops of any length share that one clock, so two tracks can never drift relative to each other, only relative to the bar, when you ask them to.
Frequently asked questions
Is this a drum machine?
It is a metronome that plays drums: a 16-step groove you loop while you practice, with real drum sounds and the same sample-accurate timing as the click. It is not a DAW: there is no song mode, recording or export. The point is a groove that never drifts, one tap away.
Can I hear a click and the drums at the same time?
Use a hi-hat or stick track as the click: put it on every beat or every eighth and accent the downbeat. For a plain click with subdivisions and time signatures, the online metronome is the better tool; both use the same engine.
Why does it say "Loading drum sounds"?
The drum samples are downloaded the first time you press play: the ones your groove uses first, the rest of the kit in the background. On a normal connection it takes a second; afterwards they are cached by your browser.
Can I make odd meters like 7/8 or 5/4?
Yes. Every track has its own loop length in sixteenths, so 7/8 is a 14-step loop and 6/8 a 6-step loop (one step per eighth). 5/4 needs 20 sixteenths, more than a loop holds. Halve the tempo and read each step as an eighth: a 10-step loop is then a bar of 5/4.
What is polymeter, and why does the groove keep changing?
If tracks have different loop lengths they share the pulse but not the bar: a 7-step snare over 16-step hats lands somewhere new every bar and only realigns after 112 steps. That is polymeter, and it is deliberate; the app and this page do it Elektron-style. For rhythms that share the bar but divide it differently (3 against 2), use the polyrhythm metronome.
Does swing work like on the metronome?
Yes, and it is the same maths: pairs of sixteenths are stretched long-short from 50% (straight) to 75% (dotted). Eighth-note hats on the even steps are unaffected; the swing lives in the off-beat sixteenths. For a triplet shuffle use twelve-step loops; see the 12/8 preset.
Can I save my grooves?
The current groove is remembered in this browser, and the share button copies a link that reopens it exactly, including a custom pattern. Named groove libraries live in the Beatmate app.
How many tracks can I add?
Up to 24, like the app. Most grooves need three to five; the rest of the kit (toms, ride, crash, cowbell) is there for fills and accents.