Start making electronic music
DAWs, virtual instruments and plugins for a complete beginner, with a latency calculator, a synth demo, a drum step sequencer, a first track in 10 steps and a printable cheat sheet. Nothing paid is required.
Everything here can be done with free software. Where a product is named, check its own site for the current licence and download, because these change.
1. What you need
- A computer. Almost any laptop or desktop made in the last several years can run a DAW (the program you make music in) with a handful of tracks. More RAM and a faster processor mostly let you use more plugins at once; they are not a requirement to begin.
- Audio interface or built-in sound. The computer's built-in audio is enough to start. A separate audio interface (a small box connecting by USB) gives better converters, proper inputs for microphones and instruments, and usually lower and steadier latency through a dedicated driver (ASIO on Windows, Core Audio on macOS, ALSA/JACK/PipeWire on Linux). Buy one when you want to record something, or when latency bothers you.
- Headphones or monitors. Closed-back headphones are the cheapest way to hear bass and detail in an untreated room. Studio monitors need a decent room to be useful. Whatever you use, also check your mix on earbuds, a phone speaker and a car or living-room system.
- MIDI keyboard (optional). Handy for playing in chords and melodies; you can draw notes with the mouse or type them from the computer keyboard in most DAWs.
Latency and buffer size
Audio software works in small blocks of samples called the buffer. The computer needs one buffer to be filled before it can play it, so a larger buffer means a safer, glitch-free sound but a longer delay between pressing a key and hearing it. A smaller buffer is more responsive but asks the processor to keep up, and under load you hear clicks and crackles. The delay of one buffer is simply latency (ms) = buffer samples ÷ sample rate × 1000. Round trip (you play or sing something and hear it back through the computer) is roughly twice that, because the audio passes through an input buffer and an output buffer, plus a few milliseconds of driver and converter overhead that you enter yourself because it differs per device.
Rules of thumb that many people use as starting points: 128 to 512 samples while recording or playing instruments live, 512 to 2048 samples while mixing and mastering when you do not need instant response.
One buffer: – · Output only: – · Round-trip estimate: –
An estimate from the formula only. Real devices add their own delay; your interface's control panel or manual may show the actual figure. Many people find round trips under about 10 to 15 ms comfortable for playing, but this varies by person and instrument.
2. What a DAW is, and how to choose
A DAW (digital audio workstation) is the program where you record, sequence MIDI, arrange, mix and export. All of them do the same core job: tracks laid out against a timeline, a piano roll for notes, an audio recorder, a mixer, plugin hosting and export. The differences are workflow, included instruments and price. Pick one, learn it properly, and avoid switching during your first projects; the skills transfer.
| Program | OS | Price model | Good for | Learning curve |
|---|---|---|---|---|
| Ardour | Windows, macOS, Linux | Free (open source); ready-made downloads are offered on a pay-what-you-want or subscription basis, so check the site | Recording and mixing; a traditional multitrack studio layout | Medium |
| LMMS | Windows, macOS, Linux | Free (open source) | Pattern-based electronic music with built-in synths and a beat editor | Gentle |
| Cakewalk by BandLab | Windows only | Free (check current availability, since the company also sells a separate, newer product) | A full-featured traditional DAW at no cost on Windows | Medium to steep |
| GarageBand | macOS (and iOS / iPadOS) | Free on Apple devices | A friendly first DAW with loops and software instruments | Gentle |
| REAPER | Windows, macOS, Linux | Free to start (evaluation licence, then a paid licence is requested for continued use) | Light, very customisable, handles large projects | Medium to steep |
| Waveform | Windows, macOS, Linux | Free to start (a free edition exists; other editions are paid) | Track-based and clip-launching workflows in one program | Medium |
| Audacity | Windows, macOS, Linux | Free (open source) | Not a DAW but an audio editor: cleaning up, cutting and converting recordings | Gentle |
Last checked 2026-11-07; confirm on each project's site. Licence terms, editions and platforms change. This is not a ranking and not complete: other DAWs exist, including paid ones.
How to choose. Start from your operating system and your first goal. If you mainly want to program beats and synths with a pattern editor, a loop-oriented or pattern-oriented program may feel quicker. If you want to record live instruments or vocals, a track-based studio layout fits. Try a free or evaluation option for two weeks, finish a small track in it, and only then decide whether anything is missing.
3. Plugin formats by operating system
Plugins are instruments and effects that load inside your DAW. They come in several formats; the format has to be one your DAW can load, and the plugin has to be 64-bit like the DAW itself. Most DAWs use several formats; check your DAW's manual for the exact list.
| Format | Runs on | Typical install folders | Notes |
|---|---|---|---|
| VST3 | Windows, macOS, Linux | Windows C:\Program Files\Common Files\VST3 macOS /Library/Audio/Plug-Ins/VST3 (or ~/Library/Audio/Plug-Ins/VST3) Linux ~/.vst3, /usr/lib/vst3 | The most widely supported format. The older VST2 format is legacy and its folder locations vary by program. |
| AU (Audio Units) | macOS only | /Library/Audio/Plug-Ins/Components (or the same path under your home folder) | Supported by Apple's own programs and many others. |
| CLAP | Windows, macOS, Linux | Windows C:\Program Files\Common Files\CLAP macOS /Library/Audio/Plug-Ins/CLAP Linux ~/.clap, /usr/lib/clap | A newer open plugin format; support depends on the DAW. |
| LV2 | Mostly Linux (also available elsewhere) | Linux ~/.lv2, /usr/lib/lv2, /usr/local/lib/lv2 | Open format common in Linux DAWs such as Ardour. |
| AAX | Windows, macOS | Installed by the plugin into Avid's own folders | For Pro Tools only; not relevant to the DAWs above. |
| Standalone | Any | An ordinary application folder | The plugin as its own program, useful for trying a sound without a DAW. |
Folders are the common defaults; a plugin's installer may let you choose another place, and your DAW lets you add extra scan folders. On Linux, many plugins are also available through your distribution's package manager.
How a DAW finds plugins
The DAW scans its plugin folders (and any extra folders you add in its preferences), loads each file briefly to read its name and parameters, and stores a list. Plugins that crash or hang during that scan are usually blacklisted and skipped silently on later scans, which is the usual reason a plugin you just installed is missing.
Troubleshooting checklist
- Is the format one your DAW supports (for example AU does not exist on Windows or Linux)?
- Is the plugin 64-bit and is it built for your system (an Apple-silicon Mac needs an Apple-silicon-compatible plugin, or your DAW needs a mode that runs it)?
- Was it installed to a folder the DAW scans? Look at the DAW's plugin preferences for the folder list, and add the folder if needed.
- Rescan from the preferences; use the option to rescan failed or blacklisted plugins.
- Restart the DAW, and on macOS restart after installing AU plugins if it still does not appear.
- Install the plugin's other parts: some instruments need a separate content or sample library, or a runtime the vendor installs separately.
- Check the plugin's licence/authorisation step (some need activation before first use).
- Update the plugin, and the DAW. If a plugin crashes only in one DAW, try another format of the same plugin.
- If your DAW crashes at startup while scanning, remove the most recently installed plugin and scan again.
- Try the standalone version to see whether the plugin works at all on your machine.
4. Virtual instruments and effects
Synthesiser types
- Subtractive: start with a harmonically rich oscillator (saw, square) and cut frequencies with a filter. The classic sound for bass, leads and pads, and the easiest to learn (section 5 demonstrates it).
- FM (frequency modulation): one oscillator modulates the pitch of another to create metallic, bell-like and electric-piano sounds. Powerful but less intuitive.
- Wavetable: scans through a table of stored waveshapes, so the timbre can morph over time; very common in modern electronic music.
- Additive: builds a sound by adding many sine waves (harmonics) with individual levels.
- Granular: chops a sample into tiny grains and replays them, for textures, clouds and stretched sounds.
Sample-based instruments
A sampler plays recordings you load; a drum machine triggers one-shot drum samples (or synthesised drums) on a grid; a ROMpler plays a fixed set of built-in samples with limited editing. Orchestral and piano libraries are large multi-sampled instruments, often several gigabytes, played through a sampler plugin. You need enough disk space and a quick drive for the bigger ones.
Free instruments to look up
These exist at the time of writing; verify availability and licence on each project's own site before relying on them.
| Name | Type | Short description |
|---|---|---|
| Vital | Wavetable synth | Spectral wavetable synthesiser with a free tier alongside paid tiers. |
| Surge XT | Hybrid synth | Open-source synthesiser combining several synthesis methods with a large preset collection. |
| Dexed | FM synth | Open-source FM synthesiser modelled on a classic 6-operator design; reads its preset files. |
| Helm | Subtractive synth | Open-source subtractive synthesiser; an easy way to learn the signal flow below. |
| sfizz | Sampler | Open-source player for SFZ-format sample instruments. |
| Decent Sampler | Sampler player | A free player for sample libraries made by various creators. |
| LABS | Sample library | A free collection of sampled instruments from a library developer, played in its own plugin. |
Essential effects, in plain words
Use the effects that come with your DAW first. The settings below are starting points, not rules; trust your ears and bypass the effect often to check it helps.
| Effect | What it does | Starting point |
|---|---|---|
| EQ | Boosts or cuts parts of the frequency range. Use it mostly to cut what clashes, so each sound has space. | High-pass most non-bass sounds around 30 to 100 Hz; try a gentle cut of 2 to 3 dB somewhere in 200 to 400 Hz if a sound is muddy. |
| Compressor | Reduces the difference between loud and quiet parts, making a sound steadier or punchier. | Ratio 2:1 to 4:1, attack 10 to 30 ms, release 50 to 150 ms, aiming at about 2 to 4 dB of gain reduction. |
| Reverb | Adds the sense of a space around a sound. | On a send/return track, decay 1 to 2 s, pre-delay 10 to 30 ms, low-cut the reverb return near 200 Hz, mix kept low. |
| Delay | Repeats the sound after a set time, often locked to the tempo. | Eighth note or dotted eighth, feedback 25 to 35 percent, mix 10 to 20 percent (the BPM and delay calculator gives times in milliseconds). |
| Distortion / saturation | Adds harmonics and grit, making thin sounds seem thicker or louder. | Low drive, then raise it until you hear the character; blend with the dry signal. |
| Limiter | A fast compressor that stops peaks going over a ceiling; usually last on the master track. | Ceiling around -1 dB, only 1 to 3 dB of gain reduction. |
5. Synthesis basics: try it
Signal flow in a typical subtractive synth: the oscillator makes a raw tone, the filter shapes it, the amplifier (controlled by an envelope) gives it a volume shape in time, effects colour it, and the master sends it out. An LFO (low frequency oscillator) is a slow wobble that can modulate something such as the filter cutoff or pitch.
Waveforms and the maths
Sine is a pure tone with no overtones. Triangle is soft and hollow. Square is hollow with only odd harmonics. Sawtooth is bright and buzzy with every harmonic. The pitch of a note is its frequency: MIDI note number n has frequency 440 × 2(n − 69) ÷ 12 Hz (note 69 is A4, 440 Hz; note 60 is the C near the middle of a piano). Every 12 notes (an octave) doubles the frequency.
An ADSR envelope has four stages: Attack (time to rise from silence to full level), Decay (time to fall to the sustain level), Sustain (the level held while the key is down; a level, not a time) and Release (time to fade to silence after the key is released). In this demo the segments are straight lines, which is the simplest form; real synths often curve them.
Sound starts only when you press Play note and is kept quiet on purpose (output is capped by a low master level and a safety limiter). Stop cuts it immediately. The orange line is the envelope calculated from your settings; the blue dashed line marks the moment you release the key. Nothing is sent anywhere. Not working? Check your device volume and that the page is not muted.
6. Your first track in 10 steps
Aim for a rough eight-bar loop first and an arrangement second. Finish small tracks; you learn more from ten finished tracks than from one perfect loop.
Step 1: tempo and key
Choose a tempo from the styles map (section 7); 120 to 128 BPM is a comfortable starting range. Choose a key: a minor key is a common starting choice for electronic music. If unsure, A minor uses only the white keys of a piano.
Step 2: drums
The most common electronic beat is four on the floor: a kick drum on every beat, a clap or snare on beats 2 and 4, and hi-hats between the kicks. Click the grid to edit the pattern. The grid has 16 steps per bar; each step is a sixteenth note and every fourth step (beats 1 to 4) is outlined.
Sound starts only when you press Play, is generated in the page, and is limited in level. One step lasts – ms at this tempo.
Step 3: bass line
Add a bass instrument (a sine or a filtered saw works well). Play the root note of your key on the downbeat and between the kicks (the off-beats) so kick and bass do not hit at the same moment, or sidechain the bass to the kick (ask the compressor to turn the bass down briefly each time the kick plays). Keep the bass mono and below about 250 Hz simple.
Step 4: chords
Use two to four chords that repeat every bar or every two bars. Use the guitar and piano chord tool to look up notes and fingerings, and the music theory tools for the chords that belong to your key.
Step 5: melody
Make a short motif of three to six notes and repeat it with small changes. Stay inside the scale. The scales and modes tool lists the notes for each scale and mode.
Step 6: arrangement
Turn the loop into a song by adding and removing parts. A common electronic layout, with bar counts as a starting point:
| Section | What happens | Bars |
|---|---|---|
| Intro | Drums and one or two simple elements; the DJ-friendly start | 16 |
| Build | Add layers, rising filter or noise, tension | 8 |
| Drop | Full energy: kick, bass, main hook | 32 |
| Break | Remove drums or bass; chords, pad, melody space | 16 |
| Build | Second rise back to full energy | 8 |
| Drop | Full energy again, with some variation | 32 |
| Outro | Strip elements away | 16 |
| Total | – | – |
Length at the tempo set in the sequencer: – (4/4). Change the grid tempo above to update.
Step 7: automation
Automation means drawing changes of a control over time: a filter cutoff opening during a build, a volume fade, a reverb send raised before a drop. It is the main way to make a loop evolve.
Step 8: mixing basics
- Gain staging: keep each track's peaks well below the maximum, for example around -12 to -6 dBFS (decibels relative to digital full scale), so effects and the sum of tracks have room. Lower faders rather than turning the master up.
- Headroom: before mastering, aim for the loudest peaks of the full mix at about -6 dBFS (never touching 0 dBFS).
- Panning: kick, bass, snare/clap and lead vocal or lead melody usually stay near the centre; pads, hats and background layers can go left and right.
- EQ carving: give every sound its own region, using the frequency chart in section 10. Cut the low end from sounds that do not need it, and make space for the kick and bass.
Step 9: mastering basics
Mastering is the last polish on the finished stereo mix. Loudness is measured in LUFS (loudness units relative to full scale), a figure designed to follow how loud music sounds to people, averaged over the track. Many streaming services turn louder music down to a target near the mid -10s of LUFS (it differs per service and changes, so check them), which means pushing a track far louder gains nothing and costs dynamics. True peak (dBTP) measures the peaks of the reconstructed waveform, which can be higher than the sample peaks; a ceiling of about -1 dBTP is a common safe choice. Why not over-limit: squeezing more and more out of a limiter flattens the punch, brings distortion, and sounds tired after a minute. A few dB of limiting is usually plenty.
Step 10: exporting
- WAV: uncompressed; use it for the master copy and for sending to others. FLAC: lossless compressed, smaller than WAV, same quality. MP3: lossy and small, fine for sharing a quick preview.
- Sample rate and bit depth: 44100 or 48000 Hz at 16 bit is the usual delivery format; 24 bit is a good choice for files you will keep working on. Export at your project's sample rate unless a service asks for something else.
- Listen to the exported file once before you share it.
7. Electronic music styles map
A neutral overview for orientation. Tempos and sounds below are common tendencies, not rules, and styles overlap constantly.
| Style | Typical BPM | Kick pattern | Bass type | Key sounds |
|---|---|---|---|---|
| House | 118 to 130 | Four on the floor | Round, groovy bass lines | Claps, off-beat open hats, chord stabs, vocal samples |
| Techno | 125 to 145 | Four on the floor, hard | Short rumbling or pulsing bass | Percussion loops, noise, filtered synth riffs |
| Trance | 125 to 145 | Four on the floor | Rolling off-beat bass | Long supersaw leads, arpeggios, big builds |
| Drum and bass | 160 to 180 | Syncopated, kick and snare break patterns | Deep sub and growling bass | Fast breakbeats, pads, sampled hits |
| Dubstep | about 140 (feels half-time) | Sparse; snare on beat 3 in half-time | Heavy modulated bass with wobble | Sub, wobbling mid bass, risers and impacts |
| Ambient | Often slow or no fixed beat | Often none | Soft sustained low tones | Pads, textures, long reverbs, field recordings |
| Synthwave | 80 to 120 | Steady backbeat with gated snare | Pulsing arpeggiated bass | Analog-style pads, arpeggios, big reverbed snare |
| Lo-fi hip-hop | 60 to 90 | Laid-back kick, swung rhythm | Soft, warm bass | Mellow chords, dusty drums, tape-like noise and wobble |
8. MIDI basics
MIDI is not audio. It is a stream of instructions (which note, how hard, when) that tell an instrument what to play, so you can change the sound later without re-recording.
- Notes: numbered 0 to 127; note 60 is the C near the middle of a piano (called C3 or C4 depending on the program).
- Velocity: how hard a note is struck, 1 to 127; it usually controls volume and often brightness.
- CC (control change): numbered controls from knobs, sliders and pedals, each 0 to 127 (for example CC 1 is the modulation wheel and CC 64 is the sustain pedal). Pitch bend is a separate, finer message.
- Channels: 16 channels per MIDI connection, so one cable can drive several instruments.
- Quantise: snaps recorded notes to the grid. Use it partly (for example 50 to 80 percent strength) to keep some human feel.
- Piano roll: the editor where notes appear as bars, with time across and pitch up the side; velocity usually sits in a lane below.
Controllers: MIDI keyboards, pad grids, knob boxes and fader boxes connect by USB (older gear uses a 5-pin cable) and are normally recognised without drivers. OSC (Open Sound Control) is a different protocol, sent over a network, that carries finer-grained values; some apps and controllers use it and some DAWs can receive it. In your DAW's preferences, enable the device as a MIDI input, then arm a MIDI track to hear it.
9. Learning path, practice routine and legal basics
- Weeks 1 to 2: learn your DAW's basics: create tracks, load an instrument, draw notes, record, undo, save, export.
- Weeks 3 to 6: make one eight-bar loop each session, with drums, bass and one chord part. Copy the structure of a track you like (tempo, layers, length) to practise, not the melody.
- Months 2 to 3: finish complete short tracks; learn one synth well; practise the mixing steps.
- After that: learn sound design in depth, then mastering, then specialise in a style.
Practice routine (45 to 60 minutes): 5 minutes ear warm-up (identify a few intervals or chords), 10 minutes on a technique (a drum pattern, a bass line, an EQ cut), 25 to 30 minutes on a track, 5 minutes saving, naming and exporting. Short regular sessions beat rare marathons.
Free resources, described generically: your DAW's built-in manual and tutorials; the documentation of any plugin you use; video tutorials from the community; forums and discussion boards for your DAW or style; open-source and community sample packs; local meet-ups or online groups for feedback on tracks.
- "Royalty-free" usually means you do not pay per use, not that anything is allowed. Read the licence for each pack: it says whether you can use sounds in commercial releases and whether you may redistribute the sounds themselves (usually you may not).
- Samples taken from other people's recordings generally need permission from the rights holders. Do not assume a short clip is free to use.
- Check the licence for free plugins and free sample libraries too, and keep a copy of each licence with the project files.
- This is general information, not legal advice. If a release matters commercially, check the terms or ask a qualified person.
10. One-page cheat sheet
Workflow
1 Set tempo and key. 2 Drums. 3 Bass. 4 Chords. 5 Melody. 6 Arrange: intro, build, drop, break, build, drop, outro. 7 Automate. 8 Mix: levels, pan, EQ, effects. 9 Master: loudness, true peak. 10 Export WAV, listen, save the project.
Frequency ranges (conventions vary)
| Range | Frequencies | What lives there |
|---|---|---|
| Sub | 20 to 60 Hz | Felt more than heard: kick thump, sub bass |
| Bass | 60 to 250 Hz | Bass notes, kick body, warmth |
| Low-mid | 250 to 500 Hz | Fullness; too much sounds muddy |
| Mid | 500 Hz to 2 kHz | Body of most instruments and vocals |
| Presence | 2 to 6 kHz | Clarity, attack, hats and claps; too much sounds harsh |
| Air | 6 to 20 kHz | Sparkle, breath, cymbals and shimmer |
BPM to bar length (4/4: one bar = 240 ÷ BPM seconds)
| BPM | 1 bar (s) | 8 bars (s) | 16 bars (s) | 1 beat (ms) |
|---|
Gain and loudness
Track peaks -12 to -6 dBFS · mix peaks about -6 dBFS before mastering · final ceiling about -1 dBTP · avoid heavy limiting · check on several playback systems.
Formulas
latency ms = buffer ÷ sample rate × 1000 · note frequency = 440 × 2^((n−69)/12) · bar seconds = 240 ÷ BPM (4/4) · 16th note = 15000 ÷ BPM ms
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