Drum breaks for jungle, drum and bass and breakcore, with nothing to clear
Jungle and drum and bass were built on chopped funk breaks: a drummer's two bars, sampled, sliced and replayed at 160 to 175 BPM. Most producers still start from sample packs of the same few records, which means the same breaks as everyone else and samples nobody cleared. Breaks plays its own: a modelled funk drummer and kit in a small room, playing eight original breaks with real micro-timing and ghost notes. Every hit is synthesised, so every break you print is yours.
Hear Ninety-Four in the demo above
Ninety-Four: press play, then turn Edit up. The grid shows every hit and every edit as it lands.
The edit brain: chopping a break like it's 1994
The classic jungle sound isn't the break on its own, it's the edit: slices moved around, snares rolled, ghost notes dragged, a reversed snare swelling into the backbeat, a slice pitched down an octave. Breaks does that live. Edit sets how busy the chopping is, from the straight break at zero to full breakcore at the top, and six amounts decide what kind of edits you get.
Resequence
- What it does
- Plays another slice of the break in this step
- Sounds like
- Classic jungle rearrangement
Rolls
- What it does
- Snare rolls and stutters at 1/32 or 1/64, with a crescendo
- Sounds like
- Drum and bass fills, breakcore machine-gun snares
Ghost
- What it does
- Drops, adds and drags ghost snares
- Sounds like
- A looser, busier drummer
Reverse
- What it does
- Reverse-snare swells into the backbeat, reversed slices
- Sounds like
- The swell before a drop
Pitch
- What it does
- Tape-stop ramps and slices dropped 3 to 12 semitones
- Sounds like
- Sampler pitch tricks
Chop
- What it does
- Cuts a slice short
- Sounds like
- Tight, choked edits
The edits are deterministic: every decision comes from the Seed, the break and the bar, so the same bar of your song always gets the same edits, in the browser and in your DAW. Vary sets how many bars pass before the edits repeat, from two bars to never.
Fills, chopped breaks and hits on the keyboard
- C2 to B4: hold a key and the break plays, locked to your song position. White keys pick one of the eight breaks; black keys play the same break pre-chopped with its own edits.
- C5 to B5: one-shot fills that start on the next 16th: snare rolls, a reverse swell into a crash, stutters, a tape stop, a slice an octave down, a kick-and-snare tumble.
- Below C2: single hits (kick, snares, ghost, hats, ride, crash) to play your own fills on top.
- Latch keeps the break going after you let go, so you can perform fills with both hands.
The sound: a 70s funk kit through a 90s sampler
The kit is a tight kick with a beater click, a crackly snare with wires, washy hats, a ride and a crash, in a small room. Grit adds the record and sampler colour, from a gentle band-limit to crunchy, low-bit sampler crush. Punch is a drum-bus compressor with a slow attack so the hits poke through, Tone tilts dark or bright, and Tune, Decay and Wires shape the kit itself.
Breaks vs sample packs
Clearance
- Breaks
- Synthesised, royalty-free, yours to release
- Break sample packs
- Often uncleared records
Tempo
- Breaks
- Follows your DAW, 60 to 200 BPM, half or double time
- Break sample packs
- Time-stretched loops
Edits
- Breaks
- Live, seeded, repeatable, one knob
- Break sample packs
- Slice and program by hand
Variation
- Breaks
- Eight breaks, 64 seeds, endless edits
- Break sample packs
- Whatever is in the pack
Try first
- Breaks
- Every preset plays on this page
- Break sample packs
- Preview clips





