Manual Beatmatching

Separate speed drift from position drift and correct them by ear.

On the previous page, you took two tracks with speeds of

Track A: 128 BPM
Track B: 130 BPM

and matched them, making them

Track A: 128 BPM
Track B: 128 BPM

That was the result.

Now the two tracks move forward at the same speed.

But the "thumps" of the two tracks don't necessarily sound in the same place yet.

Next,

you match the position of the beats of the two tracks.

Even with the same BPM, beats can be offset

For example, suppose track A and track B are both 128 BPM.

The speed is the same.

But

A: thump thump thump thump
B: thump thump thump thump

if track B starts a little late like this, the "thumps" of the two tracks don't overlap.

Conversely, if it's

A: thump thump thump thump
B: thump thump thump thump

then track B is a little ahead.

In other words,

having the same speed

and

having the same beat position

are different things.

Matching two tracks takes two tasks

To sum up so far, matching the beats of two tracks involves

1. Matching the speed
2. Matching the position of the beats

these two tasks.

What you did on the previous page was

1. Matching the speed

That was the first task.

On this page, you'll do

2. Matching the position of the beats

That is the second task.

Doing these two together is called beatmatching.

First, listen to the offset state

This time, both track A and track B are set to 128 BPM.

The speed is the same from the start.

However, the position of track B has been shifted slightly.

Try playing the two tracks at the same time.

* Sound will play. Please mind your volume.

128.0 BPM
Tempo
90%
0%
128.0 BPM
Tempo
  • Play button (the purple round triangle): the track you press starts playing. While it plays, the button turns into a pause shape, and pressing it again stops the track on the spot.
  • CUE: press it while stopped and it remembers the current position. The remembered spot appears as a purple flag above the waveform. Press it while playing and it returns to the remembered spot and stops. This is the same idea as real DJ software (rekordbox).
  • Waveform: the center line is the current playback position, and the track flows from right to left. Press a spot to jump there, and drag sideways to move in small steps. It does not snap to the beat, so you can close a gap by hand. Jumping alone does not change the CUE.
  • Where you are now: the orange line in the center is the current position. The bar numbers flow below the waveform, so the number under the line is the current bar. There is no separate box for the number.
  • Beat offset: check whether the red lines of the two tracks line up. When the red lines are half a beat or more apart, "The beats are off!" appears below the waveform. It shows only while they are off. It does not show how many beats off they are, because you can tell from the red lines.
  • Line colors: red is the start of a bar, white is the beats in between, orange is the current playback position, and lime is the saved CUE. When the red lines of the two tracks line up one above the other, the starts of the bars are matched.
  • CUE: a lime vertical line and "CUE" appear where you set it. It stays attached to its place in the audio and flows with it, so it disappears when it leaves the 8-bar view. It is not pushed to the edge, because that would make it look as if it were there.
  • View range: fixed at 8 bars. A and B are drawn at the same width of time, so when the tempos differ, the spacing of the beat lines looks different. Any offset shows up on the screen as it is.
  • Tempo: the speed of the track changes in steps of 0.5 BPM. Pull down to go faster, push up to go slower, the same direction as the tempo slider on a CDJ. The center is the track's own speed (128 BPM). Because it changes the playback speed itself, going faster also raises the pitch. This is the same behavior as a CDJ without key lock, or a record. Matching the BPM alone does not line up the timing of the beats automatically.
  • Previewing in headphones: on real gear, you can check a track in your headphones first without sending it to the dance floor. This screen does not have that. Match by listening to the sound that is playing.
  • EQ (HIGH / MID / LOW): this changes the amount of that band. Turned all the way down to 0, that band cannot be heard, just like the EQ on real gear: when you say "cut", it disappears. When the bass of two tracks overlaps it turns muddy, so try lowering the LOW on one of them and compare.
  • Fader: this is the volume of that track. At 0 it cannot be heard.
  • What you can practice with these two tracks: bring in B from bar 9 of A, at the point marked "Play B" in the waveform strip, and overlap them for 8 bars. During that time A is in Drop (chorus) and B is in Intro. At bar 17 of A, where the overlap ends, Vocal begins at bar 9 of B. That is where A should be fully lowered, not where A ends: if you do not lower it, A keeps playing for its remaining 16 bars and stays layered with the Vocal of B. The mark "Cut A" that appears at bar 9 of B is that cutting point. It is 32 beats, or 8 bars, from the start of B. This is one easy way to practice, not the only right answer. You can overlap anywhere you like, and nothing stops you if you do not follow the marks.
  • Track length: what plays here are edited versions cut out for practice. A is 32 bars and B is 16 bars. Not every real track is built like this. Playback stops when it reaches the end.

Audio credits

  • AKulakovka, "Pop House"PixabayPixabay Content LicenseA 32-bar cut arrived that keeps going for 45 seconds after the 8-bar changeover. According to the accompanying notes, the original was 118 BPM and it was converted to 128 BPM.
  • BAlex_Morgan, "House Music Classic"PixabayPixabay Content LicenseA 16-bar cut arrived: an 8-bar kick intro, then the vocals come in from bar 9. The tempo has not been changed.

You should hear one "thump" and the other "thump" slightly apart.

This is

a state where the BPM is the same but the beat positions are offset

That is the state you are hearing.

See the offset on screen too

The waveforms in the DJ Simulator have lines showing the beat positions.

If the beats of track A and track B match, the lines above and below line up at the same position.

If they are offset,

the lines of track A and track B look shifted sideways.

* Sound will play. Please mind your volume.

Now looking at: The waveforms of A and B

128.0 BPM
Tempo
90%
0%
128.0 BPM
Tempo
  • Play button (the purple round triangle): the track you press starts playing. While it plays, the button turns into a pause shape, and pressing it again stops the track on the spot.
  • CUE: press it while stopped and it remembers the current position. The remembered spot appears as a purple flag above the waveform. Press it while playing and it returns to the remembered spot and stops. This is the same idea as real DJ software (rekordbox).
  • Waveform: the center line is the current playback position, and the track flows from right to left. Press a spot to jump there, and drag sideways to move in small steps. It does not snap to the beat, so you can close a gap by hand. Jumping alone does not change the CUE.
  • Where you are now: the orange line in the center is the current position. The bar numbers flow below the waveform, so the number under the line is the current bar. There is no separate box for the number.
  • Beat offset: check whether the red lines of the two tracks line up. When the red lines are half a beat or more apart, "The beats are off!" appears below the waveform. It shows only while they are off. It does not show how many beats off they are, because you can tell from the red lines.
  • Line colors: red is the start of a bar, white is the beats in between, orange is the current playback position, and lime is the saved CUE. When the red lines of the two tracks line up one above the other, the starts of the bars are matched.
  • CUE: a lime vertical line and "CUE" appear where you set it. It stays attached to its place in the audio and flows with it, so it disappears when it leaves the 8-bar view. It is not pushed to the edge, because that would make it look as if it were there.
  • View range: fixed at 8 bars. A and B are drawn at the same width of time, so when the tempos differ, the spacing of the beat lines looks different. Any offset shows up on the screen as it is.
  • Tempo: the speed of the track changes in steps of 0.5 BPM. Pull down to go faster, push up to go slower, the same direction as the tempo slider on a CDJ. The center is the track's own speed (128 BPM). Because it changes the playback speed itself, going faster also raises the pitch. This is the same behavior as a CDJ without key lock, or a record. Matching the BPM alone does not line up the timing of the beats automatically.
  • Previewing in headphones: on real gear, you can check a track in your headphones first without sending it to the dance floor. This screen does not have that. Match by listening to the sound that is playing.
  • EQ (HIGH / MID / LOW): this changes the amount of that band. Turned all the way down to 0, that band cannot be heard, just like the EQ on real gear: when you say "cut", it disappears. When the bass of two tracks overlaps it turns muddy, so try lowering the LOW on one of them and compare.
  • Fader: this is the volume of that track. At 0 it cannot be heard.
  • What you can practice with these two tracks: bring in B from bar 9 of A, at the point marked "Play B" in the waveform strip, and overlap them for 8 bars. During that time A is in Drop (chorus) and B is in Intro. At bar 17 of A, where the overlap ends, Vocal begins at bar 9 of B. That is where A should be fully lowered, not where A ends: if you do not lower it, A keeps playing for its remaining 16 bars and stays layered with the Vocal of B. The mark "Cut A" that appears at bar 9 of B is that cutting point. It is 32 beats, or 8 bars, from the start of B. This is one easy way to practice, not the only right answer. You can overlap anywhere you like, and nothing stops you if you do not follow the marks.
  • Track length: what plays here are edited versions cut out for practice. A is 32 bars and B is 16 bars. Not every real track is built like this. Playback stops when it reaches the end.

Audio credits

  • AKulakovka, "Pop House"PixabayPixabay Content LicenseA 32-bar cut arrived that keeps going for 45 seconds after the 8-bar changeover. According to the accompanying notes, the original was 118 BPM and it was converted to 128 BPM.
  • BAlex_Morgan, "House Music Classic"PixabayPixabay Content LicenseA 16-bar cut arrived: an 8-bar kick intro, then the vocals come in from bar 9. The tempo has not been changed.

It's fine if you can't judge by ear alone at first.

For now, we start by

learning what an "offset state" looks like and sounds like, both on screen and by ear.

That is where we begin.

Try moving the position of track B

This time, use track A as the reference and match track B to it.

Move the waveform of track B left and right until

the beat lines of track A and track B

are in the same position.

Actionmove the waveform of track B left and right

As you move it little by little,

the two "thumps" that sounded separate come closer together.

And when the positions match,

the "thumps" of the two tracks sound like one.

That is what you'll hear.

Check whether it's early or late

If you hear the "thump" of track B before that of track A,

track B is a little ahead.

In that case, move track B back a little.

Conversely, if you hear the "thump" of track B after that of track A,

track B is late.

In that case, move track B forward a little.

In other words,

If B is ahead, move it back.
If B is late, move it forward.

That is the rule.

At first, it's fine to work while looking at the beat lines on screen.

After matching, keep listening as it is

Once the beat positions match, you're not done yet.

Let the two tracks play for a little while longer.

If

they match at first but gradually drift apart again

then it's not the beat position but the speed that still doesn't match.

In other words, you need to adjust the TEMPO again.

On the other hand, if

after matching once, they keep overlapping as they are

then

  • the speed
  • the beat position

are both aligned.

Tell the two kinds of "offset" apart

This is quite important.

Offset from the start

The BPM of A and B is the same, but

only the place of the thump is offset.

→ Move the position of track B forward or back.

Drifting over time

They match at first, but

the thumps gradually move apart.

→ The BPM, in other words the speed, is different.

Adjust the TEMPO.

Once you can tell these two apart, you'll know what to fix.

Try matching it yourself

Now try it yourself.

In the DJ Simulator, we've set

Track A: 128 BPM
Track B: 128 BPM

That is the setup.

However, the beat position of track B has been shifted.

  1. Play track A and track B
  2. Listen to the "thumps" of the two tracks
  3. Look at the beat lines above and below
  4. Move the waveform of track B forward or back
  5. Line up the "thumps" of the two tracks
  6. Keep playing for a little and check that the offset doesn't grow

Try going all the way through these steps.

* Sound will play. Please mind your volume.

128.0 BPM
Tempo
90%
0%
128.0 BPM
Tempo
  • Play button (the purple round triangle): the track you press starts playing. While it plays, the button turns into a pause shape, and pressing it again stops the track on the spot.
  • CUE: press it while stopped and it remembers the current position. The remembered spot appears as a purple flag above the waveform. Press it while playing and it returns to the remembered spot and stops. This is the same idea as real DJ software (rekordbox).
  • Waveform: the center line is the current playback position, and the track flows from right to left. Press a spot to jump there, and drag sideways to move in small steps. It does not snap to the beat, so you can close a gap by hand. Jumping alone does not change the CUE.
  • Where you are now: the orange line in the center is the current position. The bar numbers flow below the waveform, so the number under the line is the current bar. There is no separate box for the number.
  • Beat offset: check whether the red lines of the two tracks line up. When the red lines are half a beat or more apart, "The beats are off!" appears below the waveform. It shows only while they are off. It does not show how many beats off they are, because you can tell from the red lines.
  • Line colors: red is the start of a bar, white is the beats in between, orange is the current playback position, and lime is the saved CUE. When the red lines of the two tracks line up one above the other, the starts of the bars are matched.
  • CUE: a lime vertical line and "CUE" appear where you set it. It stays attached to its place in the audio and flows with it, so it disappears when it leaves the 8-bar view. It is not pushed to the edge, because that would make it look as if it were there.
  • View range: fixed at 8 bars. A and B are drawn at the same width of time, so when the tempos differ, the spacing of the beat lines looks different. Any offset shows up on the screen as it is.
  • Tempo: the speed of the track changes in steps of 0.5 BPM. Pull down to go faster, push up to go slower, the same direction as the tempo slider on a CDJ. The center is the track's own speed (128 BPM). Because it changes the playback speed itself, going faster also raises the pitch. This is the same behavior as a CDJ without key lock, or a record. Matching the BPM alone does not line up the timing of the beats automatically.
  • Previewing in headphones: on real gear, you can check a track in your headphones first without sending it to the dance floor. This screen does not have that. Match by listening to the sound that is playing.
  • EQ (HIGH / MID / LOW): this changes the amount of that band. Turned all the way down to 0, that band cannot be heard, just like the EQ on real gear: when you say "cut", it disappears. When the bass of two tracks overlaps it turns muddy, so try lowering the LOW on one of them and compare.
  • Fader: this is the volume of that track. At 0 it cannot be heard.
  • What you can practice with these two tracks: bring in B from bar 9 of A, at the point marked "Play B" in the waveform strip, and overlap them for 8 bars. During that time A is in Drop (chorus) and B is in Intro. At bar 17 of A, where the overlap ends, Vocal begins at bar 9 of B. That is where A should be fully lowered, not where A ends: if you do not lower it, A keeps playing for its remaining 16 bars and stays layered with the Vocal of B. The mark "Cut A" that appears at bar 9 of B is that cutting point. It is 32 beats, or 8 bars, from the start of B. This is one easy way to practice, not the only right answer. You can overlap anywhere you like, and nothing stops you if you do not follow the marks.
  • Track length: what plays here are edited versions cut out for practice. A is 32 bars and B is 16 bars. Not every real track is built like this. Playback stops when it reaches the end.

Audio credits

  • AKulakovka, "Pop House"PixabayPixabay Content LicenseA 32-bar cut arrived that keeps going for 45 seconds after the 8-bar changeover. According to the accompanying notes, the original was 118 BPM and it was converted to 128 BPM.
  • BAlex_Morgan, "House Music Classic"PixabayPixabay Content LicenseA 16-bar cut arrived: an 8-bar kick intro, then the vocals come in from bar 9. The tempo has not been changed.

You don't need to match perfectly by ear alone.

For now, it's enough if you understand that

an offset in speed and an offset in position are different things

and can fix it while looking at the screen.

Matching the phrases is not guaranteed

There is one more thing to watch out for.

Even if the beats overlap cleanly,

the position of the phrases doesn't necessarily match too.

For example,

if track A is at bar 1 of its phrase,

and track B is at bar 5 of its phrase,

the "thumps" may overlap, but the big developments of the tracks are offset.

In other words,

Match the BPM
↓
Match the beats
↓
Match the phrases

are each a separate check.

Combining "where to mix the tracks," which you learned earlier, with the beatmatching you learned here is what first makes it easier to overlap two tracks naturally.

What do you do on real equipment?

On real DJ equipment, you use a jog wheel or similar to temporarily move the track forward or back and match the position of the beats.

You can also match them while listening on headphones before sending the next track out to the audience.

In the DJ Simulator, to make the mechanism easy to understand, you practice by moving the waveform left and right.

Detailed operation on real equipment and how to match on headphones will be explained in the chapter on handling real DJ equipment.

Summary

  • Even with the same BPM, if the beat positions are offset, the "thumps" of the two tracks don't overlap
  • First match the speed with TEMPO, then match the beat position
  • If they drift apart again after matching, the speed still isn't matched
  • Matching both speed and beat position is called beatmatching

Sources

  1. AlphaTheta (Pioneer DJ) official: Manuals