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How to make phonk drums sound like a cassette dub

Gazillion Industries ·

A phonk beat arrives already worn. The cowbell is the hook, the 808 is a wall, and the whole thing sounds like it came off a tape somebody left in a car all summer.

Tune a cowbell sample to the root of the track and let it carry the melody. Distort an 808-style sub until it reads as a square rather than a sine. Slam the drum bus into a clipper until the transients flatten. Then treat the finished loop as a cassette dub: low-pass from about 8 kHz, high-pass at 40 Hz, add a hiss bed, and let the speed drift so nothing sits exactly on the grid. Bounce it and run it through the tape stage a second time. The distortion is most of the sound, so commit to it.

The short version

Cowbell
tuned to the root, carrying the melody
808
distorted toward a square, never left as a sine
Drum bus
clipped past clean until the transients flatten
Bandwidth
nothing above 8 kHz, nothing below 40 Hz
Noise
a hiss bed 30 to 40 dB under the drums
Speed
drifting, never locked to the grid
Generation
bounce it and run it through again

Where the cassette dub in phonk comes from

Phonk takes its texture from music that moved on cassette. The Memphis mixtapes of the early nineties circulated as dubs of dubs, sold hand to hand, and every copy lost a little more of the top. Houston's screw tapes dropped the pitch and the speed and left them there. Nobody designed either sound. It is what happens when a recording goes through a pause-button edit, a dubbing deck and a car stereo before anyone hears it.

That is the difference between phonk and clean trap built from the same kit. A trap beat wants full bandwidth, a defined transient and a sub you feel in your chest. Phonk wants the bandwidth narrowed at both ends, noise under everything, a transient that has already been flattened, and a transport that cannot hold speed. Same notes, opposite goal.

How to tune a phonk cowbell

A cowbell is an idiophone, and its partials do not line up at whole-number multiples of a fundamental the way a string or a pipe does. There is no harmonic series to point at, so its pitch is something your ear decides rather than something you measure. Practically: tune by ear, and expect a semitone to change whether the sample reads as a note or as a click.

Pitch it to the root of the track first and audition the fifth. If it argues with the sub, move it up an octave rather than trying to EQ the fight out; the cowbell and the 808 are the two things people remember and neither should be buried. Then write the part. Phonk cowbell lines are short, syncopated, usually triplet-leaning, and they repeat for eight bars without apology. The pattern is the melody, which is why the tuning has to be right before anything else happens.

Distort it as hard as you distort the sub. A clean cowbell over a wrecked 808 sounds like two different records, and the bell is the part that has to cut on a phone.

How far to distort the 808

An 808-style sub is close to a sine with a pitch glide at the front and a long decay behind it, and a sine is one frequency with nothing above it. That is the whole problem. Tuned to a low F near 43.7 Hz, the note is below what most phone speakers and laptop speakers reproduce at all, so the loudest thing in your session is silent to most of the people who will hear it.

Clipping fixes that by manufacturing content higher up. Drive a sine into a symmetric clipper and you get odd harmonics: for that low F, new energy lands near 131, 218 and 306 Hz. Those are in range for a small speaker, and your ear reconstructs the missing fundamental from them, so the note reads as low even where nothing low is playing. The distortion also flattens the envelope, which brings the tail up and makes the note sustain instead of dropping away after the attack.

Set the drive by how much you feed the clipper rather than by an output knob. The glide at the start of the note sweeps its harmonics with it, so the first 60 to 100 ms will always distort differently from the sustain. Check the note on a phone speaker before you decide you have gone too far. On monitors it will sound destroyed a good while before it sounds right everywhere else.

Pushing the drums past clean

Kick, snare and hats go through the same treatment. Clip the drum bus until the peaks stop moving and the loop refuses to get any louder, then keep going a little. What you are listening for is the moment the hits stop reading as separate events and start reading as one flattened slab, because that is the sound of a drum take that has been copied too many times and played too loud.

Much of this overlaps with making drums sound dusty — band-limiting, light saturation, a raised noise floor. Phonk takes the same list and stops being polite about it. Dusty is a texture you notice on the second listen. Phonk is the first thing you hear.

How to make phonk drums sound like a cassette dub

  1. Tune the cowbell sample to the root of the track and write the pattern.
  2. Tune the 808 to the same root and set its glide and decay.
  3. Clip the 808 on its own channel until the tail sustains and the note survives a phone.
  4. Distort the cowbell separately, at least as hard as the sub.
  5. Clip the drum bus until the transients flatten and the loop stops getting louder.
  6. Low-pass the whole loop from about 8 kHz, then move the cutoff by ear.
  7. High-pass at 40 Hz to clear the rumble the distortion just made louder.
  8. Add a hiss bed 30 to 40 dB below the drums and leave it running through the gaps.
  9. Add speed instability: a slow drift with a faster tremble on top of it.
  10. Bounce the loop, then run the bounce through the filtering, hiss and wobble a second time.
  11. Compare against the untreated loop at matched loudness and take one thing back out.

The order matters in two places. Distort before you band-limit, so the filter removes the harshest of what the clipper made rather than the clipper generating harshness above a filter that is no longer there. Add the noise after the compression and clipping, or everything downstream pumps it into a wash that breathes with the kick.

Committing to the distortion

This is the part most attempts get wrong. Producers apply the distortion the way they were taught to apply saturation, a decibel or two, tasteful, reversible. At that level it does nothing, so they add a filter and some noise and wonder why the beat sounds like trap with a blanket over it.

The distortion is not a finishing move here. It is the instrument. The cowbell and the sub in a drift phonk record are shaped almost entirely by what the clipper did to them, and the frequency content that makes them audible at all did not exist before the clipping. Set the drive until you are uncomfortable, bounce it, and live with it for a day. Restraint is the thing to ration, not the gain.

What a second-generation copy actually does

Dub a cassette to another cassette and every loss happens twice. The top end rolls off through two playback systems instead of one. The noise floors of both machines add rather than replace each other, so the hiss climbs. Any level that saturated on the way in saturates again on the way out. And the speed error of the two transports compounds, because the machines were never synchronized to each other, so the wobble goes irregular in a way a single pass cannot produce. That last one is the tell, and it is the part a single instance of a tape plugin will not give you.

In a session, the cheap version is to bounce the loop and run it back through the same chain at slightly different settings. Darker the second time, a little more noise, a little more wobble. Two moderate passes beat one extreme one, and you can hear the difference on the drift alone. The rest of the moves are the same ones in making music sound like a cassette tape, applied without the usual instruction to keep them subtle.

Keep the noise bed continuous rather than gated. A hiss that appears when the drums hit and vanishes in the gaps is the giveaway that it came from a plugin. See tape hiss for what the real thing does and how to sit it under a mix.

Where it costs you

Band-limiting from 8 kHz can leave the hats inaudible on a phone, which is where most of this music is played. Check the loop there after every filter move, and lift the cutoff if the top of the kit disappears rather than darkens. Heavy bus clipping blurs the kick against the sub, so listen to those two alone, muted against each other, before you commit.

Speed instability is the one that will genuinely hurt you. Pitch wobble on a short cowbell hit reads as character. The same wobble on a long sustained sub, or under a sung vocal or a sampled melody, reads as being out of tune. If the track has anything held, keep the drift off the sub and put it on the drum bus and the bell only, or automate it down under the sustained parts.

And hiss stacks. One bed under the drum bus is a recording. The same bed on four busses is a fault.

Questions people ask

What makes phonk drums sound like phonk?

A tuned cowbell carrying the melody, a heavily distorted 808, a drum bus clipped well past clean, and cassette character on top: narrowed bandwidth, a continuous hiss bed and a transport that cannot hold steady speed.

How do you tune a cowbell for phonk?

By ear, to the root of the track, with the fifth as the alternative. A cowbell has no clear harmonic series, so its pitch is a perceptual judgment rather than a measurement, and a semitone can decide whether it reads as a note or a click.

Why does my 808 disappear on phone speakers?

Because a clean sub is close to a pure sine with nothing above the fundamental, and small speakers reproduce very little down there. Clipping it adds harmonics higher up, and the ear rebuilds the low note from those.

How distorted should phonk drums be?

Further than feels reasonable on monitors. The genre's sound comes from committing to the distortion rather than applying it gently, and the usual decibel or two of saturation will not get you there.

What TRIPLE OG does

TRIPLE OG is our cassette tape simulation, built as a transport rather than a single effect. TONE sets playback brightness and HISS is a continuous broadband bed, partly decorrelated across the channels. AGE runs from nought to sixty years, darker and noisier and less speed-stable as it climbs, and WOW FLUT is continuous bounded instability built from several motions at once rather than one sine, which is what stops it sounding like chorus.

Somebody left it in a car all summer. That is the sound you are chasing, and the tape does not care whether you meant it.

“Most tape plugins treat the transport as something to model quietly in the background, but this one hands it to you as an instrument.”
Best Tape Emulation Plugins · AudioColour.com

TRIPLE OG — cassette tape simulation for Mac and Windows, with a transport that drags, jams and sprints to catch up. There is a demo on the page.

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