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Genres

Every genre Songcode knows, by family, with its tempo range, its default drum kit and the short form of the brief the model is given.

Picking a genre in the composer does more than add a word to your prompt. Each genre carries a written brief that goes to the model with your words: a tempo range, a default drum kit, the instruments that suit each role, and a description of how the style is built, down to its signature move.

There are 60 genres in 11 families. The composer shows 17 of them as chips (chiptune, synthwave, techno, house, deep house, uk garage, drum & bass, dubstep, trap, lo-fi, trance, amapiano, afrobeats, disco, ambient, solo piano, orchestral) and the rest under all 60 genres. Star a genre there and it moves to the front; see favorite genres.

#How to read the tables

  • bpm is the range the model picks a tempo from. Set bpm in advanced to override it.
  • default kit is the drum kit the genre starts from. The names are on the sounds page. Set drum kit in advanced to override it.
  • how it is built is taken from the genre’s brief: the sentence that describes the style. The full brief is longer and ends with the genre’s signature move.

A genre is a starting point. The prompt can pull away from it (“house, but half-time and dark”), and what you set in advanced replaces its tempo and kit. One genre is always selected.

synth

genrebpmdefault kithow it is built
electro124 to 134boomBroken beats on the boom kit, never four on the floor: kick on 1, the “and” of 2 and around 3, snare on 2 and 4, 16th hats with accents, cowbell and clap as punctuation.
synthwave84 to 118arena1980s night drive. arena with a big snare on 2 and 4 drenched in short bright reverb, straight 8th or 16th pulsebass on the root of each chord, wide synthbrass or ensemble chords in a four-chord minor progression, an arpeggiated synthpluck, and a soaring sawlead melody with delay that slides into its long notes (:slide, or legato with glide 60ms). chorus 40% on the chords is the sound of the era.
synth pop108 to 126funkSong-shaped: a verse groove and a bigger chorus with a different chord progression.
vaporwave60 to 90arenaSlowed-down 1980s smooth jazz and mall music: lush epiano and glasspad chords in major sevenths and ninths, a slap-style fmbass, a sax or fmbell melody, soft gated drums, chorus on the keys.
chiptune120 to 160fmFour voices, like the hardware: a chip pulse lead, a second pulse for harmony or echo, a triangle bass, and noise drums (short white bursts for hats and snare, a pitch-dropping triangle or the fm kit for the kick).
hyperpop150 to 180fmMaximal, glossy and broken on purpose. Metallic fm drums with a clipped boombass (drive 60%), huge hypersaw chords in bright major progressions, sugary glass and chip melodies pitched high, and abrupt edits: bars that cut to silence, a section at half speed, bitcrushed fills (bitcrush 5bits).

techno

genrebpmdefault kithow it is built
techno128 to 136clubFour-on-the-floor kick with a short lowpassed rumble tail underneath, offbeat open hats that cut the closed 16ths off, a rolling 16th pulsebass locked under the kick, one terse minor stab, and 16-bar filter movement.
detroit125 to 132clubA lighter touch on the drums and real swing (swing 56%). Lush ensemble strings and epiano playing jazz-inflected voicings, a melodic fatbass line that moves instead of a static sub, a high glass motif, and space for the chords to breathe.
acid126 to 138clubThe acid line is the whole track: a 16-step pattern on three or four pitches, with accents written as a velocity list (velocity [110 55 55 110 55 80 55 55]), a few notes slid into the next (a ~ after the pitch, glide 60ms), and the filter worked by hand over 16 and 32 bars with lowpass sweeps and ramps on top of the patch.
minimal124 to 130analogVery few elements, each one tiny and exact: a soft round kick, a clicky blip or pizz figure of two or three notes, dry percussion placed off the grid by a few milliseconds, a subbass that plays one note and one variation.
dub techno118 to 126analogA soft, low kick and a deep subbass under one minor-seventh or minor-ninth dubchord hit, drowned in feedback delay (delay 60%, time: 3/16, feedback: 75%) and a long dark reverb, with a slow phaser (phaser 0.2hz) turning under it.
industrial128 to 140hardDistorted, clanging and mechanical. The hard kit pushed further with drive, struck metal (anvil, brakedrum, metal) as the percussion section, a brown noise bed through a slowly moving filter, and a darkpad drone a semitone or a tritone off the root.
hard techno142 to 155hardFast and relentless: the hard kick on every beat with its tail filling the gap to the next one, offbeat open hats loud and bright, a rolling offbeat bass, a detuned hoover or stab rave riff of two notes, snare rolls into every 16-bar change.
gabber165 to 190hardThe kick is the bassline: the hard kick on a stem of its own, driven again (drive 80%) and given a notes row so it carries pitch, sometimes pitched up through the bar.
hardstyle150 to 160hardTwo halves that alternate. The drop: a distorted hard kick on the beat with a pitched offbeat bass answering it (the reverse bass), and a screaming detuned sawlead or hypersaw melody.

house

genrebpmdefault kithow it is built
house120 to 128clubFour-on-the-floor club kit with a clap on 2 and 4, shuffled closed hats and an offbeat open hat, a bouncing fmbass or organbass line that leaves the downbeat to the kick, and off-beat houseorgan or piano chords in a major-seventh or minor-ninth progression.
deep house116 to 124tightSlower, softer, late at night. A rounded kick, a rimshot and shaker groove with a light swing (swing 55%), a sustained subbass or a soft fmbass, and epiano chords in rich minor ninths and elevenths (voicing smooth, a little chorus) that hang over the bar line.
disco112 to 124liveThe live kit: four-on-the-floor kick, snare on 2 and 4, open hat on every offbeat, tambourine on 16ths.
uk garage128 to 136clubThe kick skips: beats 1 and the “and” of 2 or 3, never four on the floor.
amapiano108 to 115analogThe logdrum is the lead instrument: a tuned, knocking bass that plays a syncopated melody low in the register, with slides, and leaves big gaps.
afro house118 to 125analogA steady four-on-the-floor kick under layered hand percussion: conga, bongo, shaker and agogo in interlocking 16th patterns with accents that imply 3 against 4.

trance

genrebpmdefault kithow it is built
trance136 to 142clubA driving kick with an offbeat pulsebass (the bass plays between the kicks), a 16th-note synthpluck arpeggio through a slowly opening filter, and a wide hypersaw chord progression in a minor key, four chords, one per bar or two.
psytrance140 to 148analogThe engine is one bar of kick and bass: kick on the beat and three short 16th pulsebass notes after it, all on the root, for the entire track.
progressive120 to 126clubPatient and melodic. A steady kick, soft shaker and offbeat hat, a warm sustained bass, and a synthpluck arpeggio whose filter opens over 32 bars.

bass

genrebpmdefault kithow it is built
drum & bass170 to 176liveTwo-step drums at 174: kick on 1 and the “and” of 3, snare hard on 2 and 4, fast hats and ghost snares between them with only a trace of shuffle (swing 52% at most).
jungle160 to 170liveChopped breakbeats written out by hand on the live kit: a two-bar pattern of kick, snare, ghost snares and hats, then the same hits re-ordered, doubled with rolls (2 to 4 in a step) and re-pitched with speed in a block so it sounds cut up.
dubstep138 to 142subHalf time at 140: kick on 1, a huge snare on 3, sparse hats, and space.
footwork155 to 165sub160 bpm with the kick in stuttering triplet and dotted patterns that fight the grid, claps and rimshots in fast offbeat bursts, toms used as melody, and a long boombass under it.
trap130 to 150subFelt in half time: clap or snare on beat 3, a sparse kick, and hi-hats in steady 8ths that break into rolls (2, 3, 4 or 6 in a step).
drill138 to 144subHalf-time feel with the snare landing late: on beat 3 of one bar and the “and” after it in the next.
phonk125 to 145subThe hook is a cowbell melody: the cowbell lane of the boom kit on a stem of its own, given a notes row so it plays a minor riff as a pitched instrument, with drive.
future bass140 to 160subHalf-time drums and big hypersaw chords in lush major-seventh and ninth voicings, chopped into a syncopated rhythm and ducked hard against the kick, with the filter swelling across the chops (a lowpass sweep one bar long).

hip hop & breaks

genrebpmdefault kithow it is built
breakbeat125 to 138liveA syncopated funk drum pattern on the live kit, pushed with drive: kick on 1 and the “and” of 2, snare on 2 and 4, busy ghost notes, open hat pickups.
boom bap84 to 96liveA head-nod drum loop on the live kit (or grit for the sampler version): heavy kick, cracking snare on 2 and 4, 8th hats on their own stem with an uneven velocity list (velocity [96 58 82 50 100 62 78 46]), a swung 16th ghost here and there and a hat left out once a bar, real swing (swing 60%) with the snare dragged (behind 8ms), a ghost snare before the kick, a kick pattern that changes in the second bar, a touch of bitcrush 12bits for sampler grit.
lo-fi70 to 88liveSoft, slow and worn. The live kit played quietly (low takes, low velocity), or the brush kit, lowpassed around 4 khz, with lazy swing (swing 59%) and the snare dragged a little (behind 8ms).
trip hop78 to 96liveA slow, heavy break on the live kit with dubby space around it, a deep subbass or upright line, and a noir mood: minor keys, ensemble strings in slow two-note figures, a reedpiano or harp motif with long delay, a vinyl surface and distant rain.
g-funk88 to 98liveA laid-back swung groove: fat kick, snare with a clap on 2 and 4, 16th hats played soft.

global

genrebpmdefault kithow it is built
afrobeats98 to 112analogThe groove is a 3-2 clave feel: kick on 1 and the “and” of 2 (and often 4), rimshot or snare on the off-beats of the clave, constant shaker, congas filling in.
reggaeton88 to 100analogThe dembow rhythm, unchanged all track: kick on every beat, snare on the “a” of 1 and the “and” of 2, repeated each half bar.
dancehall90 to 108fmA digital riddim: kick on 1 and 3 with the 3+3+2 pattern in the snare and rim, sparse and bouncy, on a cheap-sounding digital kit.
dub reggae68 to 90liveOne-drop drums on the live kit: nothing on beat 1, kick and rimshot together on beat 3, hats in swung 8ths.
baile funk126 to 134subThe tamborzão beat carries everything: a boomy kick on 1, the “a” of 1 and the “and” of 2 with tom or conga hits answering in a 3+3+2 feel, repeated every half bar, loud and distorted.
bossa nova116 to 138liveQuiet and intimate. The nylon guitar plays the rhythm: syncopated chords in the bossa clave against a thumb bass on 1 and 3, in rich major-seventh, minor-ninth and diminished harmony with real ii-V-I movement, the chords plucked together or barely rolled (strum 8ms).

funk & jazz

genrebpmdefault kithow it is built
funk96 to 114liveEverything is rhythm and everything hits “the one”. A tight 16th groove on the live kit with ghost snares and an open hat pickup, a syncopated fingerbass line with octave pops and rests, clav and mutegtr playing interlocking 16th parts that never land together, and a horn section as punctuation: sax, trumpet and trombone on separate stems in tight staccato stabs (technique staccato) with a :fall off the long ones.
jazz110 to 170liveSwing feel throughout (swing 66% 8ths): ride cymbal on every beat with the skip note, on its own stem with a velocity list that leans on 2 and 4 and keeps the skip note softest (velocity [84 100 58 88 106 62], with a second bar a little different), hi-hat on 2 and 4 (the drummer’s left foot on the pedal).
neo soul68 to 94liveA drunk, behind-the-beat pocket: kick a touch early (ahead 4ms), snare and hats late (behind 10ms), soft hits, and a deep swing (swing 60%).

rock

genrebpmdefault kithow it is built
rock100 to 150rockA band in a room: the rock kit, electric_bass, two guitars on powerchord, a lead on overdriven_guitar.
alternative84 to 138rockQuiet verse, loud chorus, and the contrast is the point. The verse is sparse: an electric_guitar_clean or crunch_guitar figure of 8ths picked across a chord with one note that does not belong to it (an added second or fourth, an open string ringing through the changes), the electric_bass carrying the tune in 8ths, and the rock kit held back (velocity 70, closed hats, rim in place of the snare).
indie rock112 to 168rockBright, wiry and danceable. Two guitars that never play the same thing: crunch_guitar stabs chords of three notes high on the neck (c4 and above, written with +) in a choppy rhythm with rests, and electric_guitar_clean picks a hook of single notes over it, a short figure that repeats while the chords change underneath.
metal96 to 190rockHeavy, tight and exact. The riff is 16ths and gallops (an 8th and two 16ths: o.oo) palm-muted on the lowest root (e2, or d2 or c#2 for a lower tuning) on powerchord, broken by open chords (X) that land with the snare or an 8th ahead of the bar and move by semitones and tritones: e2 against f2 and bb2, in a minor or phrygian key.

ambient & experimental

genrebpmdefault kithow it is built
ambient60 to 90noneNo drums, or almost none. Slow overlapping layers with long attacks and releases: a warmpad and an airpad moving at different speeds, a sparse kalimba, harp or piano phrase that never repeats exactly (use chance and rows of different lengths), a subbass note every few bars, and one bed of place far back: stream, waves, rain, birds at dawn, crickets at night, or soft wind.
idm100 to 160fmIntricate, shifting drum programming on the fm kit: hits spread unevenly across the bar (3 in 8, 5 in 16), sudden rolls, hits pitched and retriggered, a beat that restructures itself every few bars while staying danceable in the head.
downtempo85 to 105liveA relaxed mid-tempo groove with soft drums and hand percussion, a warm rounded bass, epiano chords with gentle movement, and organic melodic colour: kalimba, harp, vibraphone, a clean steel guitar figure with delay.
kosmische110 to 126analogA sequencer pattern is the spine: eight or sixteen pulsebass or synthpluck notes that repeat for minutes while the filter, the note length and one or two pitches change slowly.
minimalism96 to 132nonePulsing mallet and keyboard patterns: two or three marimba, vibraphone and piano parts play short repeating cells in steady 8ths or 16ths, and the piece moves by process.

classical & acoustic

genrebpmdefault kithow it is built
solo piano60 to 132noneOne stem on piano and nothing else: no drums, no pads, no second instrument.
chamber60 to 140noneThree to five solo instruments, each a stem with one line, written in score blocks so the parts stay aligned: strings (two violin stems and a cello; there is no viola, so the second violin takes the middle), a wind group (flute, oboe, clarinet, with bassoon as its bass and french_horn in the middle), or a soloist with piano or harp.
orchestral60 to 150noneFamilies of instruments, not soloists. Strings: violins carry the tune, violas the middle, cello the tenor line and the bass, contrabass the same bass an octave lower; string_ensemble_1 is the whole section on one stem for chords.
baroque60 to 132noneCounterpoint over a walking bass, written in score blocks. harpsichord alone in two parts (an invention, a prelude), church_organ, or a small group: violin, recorder, flute or oboe on top, cello or bassoon on the bass line, harpsichord filling the harmony.
folk80 to 132noneA tune you could whistle, played by people in a room: violin as the fiddle, or recorder, pan_flute or harmonica, on the melody; steel or nylon guitar keeping time with a bass note and then the strummed chord (strum 20ms, direction: alternate); accordion holding long chords; double_bass on roots and fifths; a framedrum, a tambourine or the brush kit at most.

#A style that is not here

Pick the nearest genre and describe the difference in the prompt. The model knows far more styles than this list. It has no Songcode brief for them, so how close it gets depends on the model and on how well the style can be played by synths and drum machines.

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