Where to Connect Tracks

Compare the structures of two tracks and consider how the connection point makes a difference.

So far, you've learned about

and now you know all of them.

From here, we'll use them to think about how to actually mix two tracks.

The first theme is

"Where do you bring in the next track?"

That is the question.

In this lesson, we assume the speeds of the two tracks are already matched.

How to match tracks with different BPMs is covered on the next page.

You can't bring a track in from just anywhere

Even if you start track B from a random moment while track A is playing, you can still match the beats of the two tracks.

However, even if the beats match,

if the moment track A builds up and
the moment track B builds up are out of step,

the development of the tracks won't mesh.

So a DJ thinks about

where to overlap the two tracks, while looking at the structure of track A and track B.

That is what they consider.

The "mixing point" is not just one place

When you hear "where do you mix the tracks?", it may sound like you're choosing a single spot.

In reality, there are at least two places.

The place where you start bringing in track B

and

the place where you take out track A and finish moving over to track B

Those are the two places.

In between, there is

the time when track A and track B are playing at the same time

That stretch is the overlap.

In other words,

A only
→ bring in B
→ A + B
→ take out A
→ B only

That is the flow.

* 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.

First, where does track B start?

When bringing in the next track, first look at the structure of track B.

For example, suppose track B has a structure like this:

the first 8 bars have few sounds, and then it builds up big

Assume that is the structure.

If you overlap these first 8 bars with track A,

you can create time to blend the two tracks before track B really builds up.

As you learned before, this quiet opening part is sometimes called the intro.

Next, where in track A do you overlap it?

Now look at track A.

For example, suppose track A has a structure like this:

the building part ends in 8 more bars, and then the sounds drop away

Assume that is the structure.

So, you bring in track B 8 bars before that.

Then,

Track A: sounds drop in 8 more bars
Track B: sounds increase in 8 more bars

is the state you get.

When 8 bars have passed,

A pulls back.
B comes forward.

You can make those changes happen at the same time.

Looking at the actual lesson tracks

Let's look at the two tracks used in "Connecting Two Tracks for the First Time."

Track A has thin top-layer sounds for the first 8 bars and builds up from bar 9.

Track B has only the kick for the first 8 bars, and the vocal comes in from bar 9.

So,

at bar 9 of track A

you bring in

the start of track B

and overlap it.

Deck A | Pop HousePre-chorus8 barsDrop (chorus)16 barsAfter the drop8 barsDeck B | House Music ClassicIntro8 barsVocal8 bars
This is the structure of the two tracks used in the lessons. The height of each bar is the mid-range energy of each bar, measured from the actual audio, and it gets higher when the lead sound comes in. Track A is 32 bars and track B is 16 bars; the length, and where each one builds up, differ from track to track.

To picture it,

A: plays alone for 8 bars ──→ B overlaps from bar 9
B: 8 bars of only kick ──→ vocal

That is the picture.

For the first 8 bars, only track A plays. The overlap is bars 9-16 of track A.

The vocal of track B starts at bar 17 of track A.

That is why you need to bring track A all the way down by then.

If you don't bring it down, the two tracks keep playing overlapped.

If you bring in track B and advance 8 bars,

the moment A is fully lowered and the moment B's vocal starts

line up.

This is one of the reasons it sounded natural in "Connecting Two Tracks for the First Time."

Think from the start of a phrase

So when should you play track B?

The first candidate is the start of a phrase, which you learned about earlier.

When you match the phrase start of track A with the phrase start of track B,

the big developments of the two tracks are more likely to move along at the same timing.

For example, with a group of 8 bars,

A: 1 2 3 4 5 6 7 8
B: 1 2 3 4 5 6 7 8

it goes like this.

After 8 bars, both enter the next group at the same time.

What happens if you shift it by 4 bars?

Conversely, if you start track B 4 bars late,

A: 1 2 3 4 5 6 7 8 → next
B: (offset) 1 2 3 4 5 6 7 8 → next

it looks like this.

When track A changes to its next development, track B is still in the middle of its phrase.

Even if the beats themselves match,

the larger divisions of the tracks are out of alignment

in this state.

* Sound will play. Please mind your volume.

The same two tracks play, changing only where track B comes in. Track A starts from the same place both times.

If you actually compare them by ear, it becomes easier to understand why we pay attention to phrases.

It's not only about "connecting an intro and an outro"

In explanations for beginners, it is sometimes put like this:

overlapping the intro of the next track on the outro of the previous track.

That is how it is sometimes explained.

This is one easy-to-understand method.

However, that is not the only place where you can mix tracks.

In this lesson's material, too,

the start of track B is overlapped while track A is still building up.

What matters is

not deciding by section names alone, but looking at how each track's development moves when the two are overlapped

That is what matters.

Where do you take out track A?

Once you've decided where to bring in track B, next think about how long to keep track A.

In this example,

8 bars after bringing in track B,

the sounds of track A drop away and track B builds up.

This is an easy-to-understand place to hand over the lead role from track A to track B.

However,

"always remove A after 8 bars"

is not a rule.

Depending on the tracks, you might

  • overlap the two tracks for longer
  • take A out earlier
  • switch all at once

and so on.

For now,

between the place where you bring in B and the place where you take out A, there is a "section where the two tracks overlap."

Please understand this.

Just check the positions in the DJ Simulator

Here, you don't need to mix cleanly yet.

In the DJ Simulator,

  1. look at the structure of track A
  2. find the place where track A changes
  3. look at the spot 8 bars before that
  4. line up the start of track B there
  5. see how the two tracks change 8 bars later

try checking 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.

This time, it is practice in seeing where the two tracks overlap, not in which controls to use.

There isn't necessarily just one right answer

Even with the same two tracks, there is not necessarily just one place to mix.

Depending on where you bring in track B, how it sounds changes:

  • overlapping the two tracks for a long time
  • switching in a short time
  • maintaining the energy
  • letting things settle once

and so on.

From here on, the options increase depending on your goal.

At first, it's enough to start by

matching the start of the phrase

and

matching the place where A changes with the place where B changes.

That is enough to start with.

Summary

  • "Mixing point" has the place where B comes in and the place where A goes out
  • In between, track A and track B play at the same time
  • When you match the phrase starts, the development of the two tracks is also more likely to line up
  • First, think about matching the place where A pulls back with the place where B comes forward

Sources

  1. Open Music Theory: Form (educational resource)