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Virtual Riot Heavy Bass Design Vol 2 -

The Virtual Riot: Heavy Bass Design Vol. 2 is a professional-grade sample pack released on November 18, 2020, through Disciple Samples and distributed via Splice. Following the industry-shifting impact of Volume 1, this sequel was designed to provide modern bass music producers with even "faster, harder, better, stronger" sounds. Core Content Overview

The pack contains a total of 579 high-quality loops and samples tailored for genres like dubstep, riddim, and trap. The distribution of files includes:

Synths (339 samples): Including bass loops, stabs, and intricate synth patterns.

Drums (90 samples): High-impact kicks (18), snares (23), claps (13), and various percussion elements like cowbells and china.

Vocals (39 samples): Short phrases and chops typical of Virtual Riot's signature sound.

FX & Textures: A wide range of impacts, glitch stabs, and experimental textures created using techniques like Serum’s noise oscillator. Key Production Features

Professional Processing: Reviewers note that the samples are meticulously EQ’d and processed to be "mix-ready," significantly reducing the time needed for post-production.

Versatility: While centered on heavy bass, the pack is widely used in "vomitstep," phonk, and cinematic electronic intros.

Royalty-Free: All sounds are royalty-free for use in commercial projects for Splice subscribers. Industry Impact & Adoption

Wide Adoption: Elements from the pack have been used by major artists; for example, the VR_FX_impact_knock.wav sample appears in tracks like Dream Logic and has been identified in recent high-profile phonk and dubstep releases.

Critical Reception: Producers frequently cite the second drop of the official Sample Pack Demo as a benchmark for modern riddim production.

Artist Legacy: Virtual Riot remains the best-selling artist of all time in the dubstep genre on Beatport, a reputation bolstered by the success of the Heavy Bass Design series. How to Access


Title: The Night the Subwoofer Woke Up

It was 2 AM, and Leo was staring at a single sine wave. He’d watched Virtual Riot’s Heavy Bass Design Vol. 2 three times. Not as background noise, but leaned in, elbows on his desk, re-playing the same 15-second stretch where Valentin (VR) drags a wavetable into Serum and mutters, “Okay, this is where the magic happens.”

Leo’s first mistake was thinking the “magic” was a preset. It wasn’t. It was a feeling—one he was about to learn.

Chapter 1: The Wrong Turn

Leo had spent the last six hours making what he called a “tearout bass.” In reality, it was a distorted mess. He’d thrown on OTT (multiband compression) like ketchup on a steak, slapped a Soundgoodizer on it, and wondered why it sounded like a wet cardboard box falling down stairs.

Frustrated, he pulled up the project file from Volume 2—the one called “VR_HowTo_Riddim_Chunk.”

He soloed the bass channel. It was clean. Fat. It punched his chest without hurting his ears. How?

Chapter 2: The “Aha” Moment

He rewound to the 12-minute mark. Virtual Riot was explaining The Three Layers of Heavy:

  1. The Sub (the soul) – A pure sine wave, 40-80 Hz, playing the exact same rhythm as the mid-bass. No distortion. Just a clean, rumbling presence.
  2. The Mid-Bass (the body) – A Serum patch with a complex wavetable (he used “Modern Talking” but stretched and morphed). Heavy saturation—but only in the mids. He used Serum’s own distortion, not a third-party plugin, to keep phase coherence.
  3. The Tops (the teeth) – White noise layered only on the transient. Not constant. Just a tiny, 50ms crack of filtered noise to give the bass “bite.”

Leo realized his mistake: he’d been trying to make one sound do everything. Virtual Riot wasn’t designing a bass. He was designing a system.

Chapter 3: The 15-Minute Challenge

In the video, VR says: “If you can’t make a heavy bass in 15 minutes, your template is broken.”

Leo reset his DAW. He created a new Serum patch with nothing but a saw wave and a sine wave. He followed the exact steps from Vol 2:

  • Wavetable: Position A = Saw, Position B = Sine. Morph at 60%.
  • Filter: Lowpass 24db, cutoff at 200 Hz. No movement yet.
  • Distortion: Serum FX – “Diode” style, drive at 40%. Then a second distortion – “Hard” style, mix at 30%.
  • The Secret Sauce (from Vol 2): An LFO on the volume of the distortion bus, not the filter. 1/3 rate (triplet feel). This gave it that signature “chattering” riddim groove without losing low end.

He exported it. It wasn’t VR-level, but for the first time, it sounded heavy. Not loud—heavy. There’s a difference.

Chapter 4: The Breakthrough

At 3 AM, Leo noticed something in the background of the video. On Virtual Riot’s screen, there was a utility plugin on the bass bus. Gain: -0.1 dB. A limiter with the ceiling at -0.3 dB. That’s it. No ozone. No maximus. No multiband on the master.

He copied this. Then he did the one thing VR emphasizes in Vol 2 more than any synth trick: He turned everything else down.

The kick peaked at -6 dB. The snare at -8 dB. The bass? -3 dB. Then he turned his monitors up.

Suddenly, the bass had headroom. It stopped fighting the kick. The sub was a pillow, not a punch. The mid-range growled without clipping.

Chapter 5: The Result

By 4 AM, Leo had a 16-bar loop that made his cat leave the room. He didn’t have Virtual Riot’s thousands of hours of experience. But he had his system:

  • Sub pure. Mid distorted. Tops transient.
  • Distortion in series, not parallel.
  • LFO on distortion mix, not filter cutoff.
  • Headroom as a weapon.

He saved the project as “VR_Template_v1” and closed his laptop. For the first time, he wasn’t chasing a sound. He understood the why behind it.

Your Turn

That story is you. Virtual Riot – Heavy Bass Design Vol. 2 isn’t a preset pack. It’s a set of principles disguised as a tutorial. The helpful takeaway? Stop trying to make one synth patch do everything. Layer with purpose. Distort with intention. And for the love of bass, leave your limiter alone until the mix is 90% there.

Now go open Serum. Start with a sine wave. Add a little noise. And remember: heavy isn’t loud. Heavy is controlled chaos.

The neon lights of the Grid didn’t just shine; they hummed. Inside his reinforced studio, Kael sat before a console that looked more like a starship’s cockpit than a workstation. He wasn't just making music; he was architecture-ing chaos. He reached for the digital archive labeled Virtual Riot: Heavy Bass Design Vol. 2.

As he dragged the first waveform into the timeline, the air in the room grew heavy. This wasn't the polite, clean FM synthesis of the past. These were the sounds of industrial gargoyles screaming in high-definition.

"Let’s see what Valentin left in the tank," Kael muttered, his fingers dancing across the sliders.

He opened a folder marked Serum Presets. He clicked on one titled "VR_Death_Growl". The moment he hit a MIDI note, a jagged, metallic roar tore through the monitors. It felt like a chainsaw biting into a sheet of vibranium. Thanks to the intricate wavetable manipulation and the hyper-specific filter movements characteristic of the pack, the bass didn't just sit in the sub-frequencies—it evolved. Every millisecond shifted, morphing from a guttural rasp into a screeching laser.

Kael layered a "Heavy Impact" sample—a massive, distorted thud that sounded like a skyscraper hitting the pavement. He began to twist the knobs, using the pack’s unique macro controls to warp the textures. The room vibrated with the "flow" Virtual Riot was famous for: that perfect balance between rhythmic precision and absolute sonic destruction.

Hours bled into a blur of automation clips. He used the FX Loops to glue the madness together, adding splashes of digital grit and rhythmic glitches that felt like the song was trying to delete itself while playing.

By sunrise, the track was finished. It wasn't just a song; it was a physical force. He hit play one last time. The drop hit—a syncopated, snarling sequence of bass stabs that felt like a mechanical heart beating in the dark.

Kael leaned back, his ears ringing with the ghost of a thousand distorted sine waves. He had looked into the heart of the Heavy Bass Design, and for a moment, the machines had spoken back. virtual riot heavy bass design vol 2

Released on November 18, 2020, through Disciple Samples on the Splice Sounds platform, Heavy Bass Design Vol. 2 is the highly anticipated successor to Virtual Riot’s original groundbreaking collection. Developed by German DJ and electronic music producer Virtual Riot (Valentin Brunn), this pack is widely regarded as a definitive resource for producers of dubstep, riddim, and modern bass music. A New Standard in Bass Sound Design

Following the massive success of the first volume, Heavy Bass Design Vol. 2 aims for a "faster, harder, better, stronger" aesthetic. The pack features 579 high-quality loops and samples created entirely by Virtual Riot in his personal studio.

The collection is meticulously organized to support every stage of bass music production, from foundational drums to complex, glitch-heavy sound design:

Bass Essentials: Aggressive bass loops, stabs, and one-shots designed for tearout and dubstep.

Drum Engineering: 90 drum samples, including 23 snares, 18 kicks, and various claps and hats designed to cut through dense mixes.

Synths & Textures: 339 synth samples and glitch stabs for adding intricate detail to drops.

Vocal & FX: 39 vocal samples alongside impacts, risers, downers, and textures. Production Utility and Demo Influence

Virtual Riot: Heavy Bass Design Vol. 2 is a professional-grade sample pack released on November 18, 2020, through Disciple Samples and distributed via Splice. Following the immense popularity of his first volume, this pack is designed to provide everything a producer needs to create high-impact bass music, including dubstep, riddim, and trap. Pack Overview

The collection contains 579 high-quality loops and samples. Virtual Riot produced the official demo track using only sounds from this pack to showcase its versatility. The sound library is categorized into several key areas:

Synths & Bass: 339 synth-related files, including bass loops, stabs, and glitch elements.

Drums: 90 drum samples featuring 23 snares, 18 kicks, and various percussion like claps, rims, and cymbals.

Vocals & FX: 39 vocal samples alongside a variety of FX, such as impacts and risers. Sound Design & Influence

The pack is characterized by the "faster, harder, better, stronger" evolution of Virtual Riot’s signature sound. Users of Xfer Serum can also find complementary preset volumes that mirror the design philosophy of this pack. Notable industry impact includes the use of the "VR_FX_impact_knock.wav" sample from this pack in Skrillex's track "G2G". Key Production Features

All-in-One Toolkit: Provides kicks, snares, one-shots, and loops suitable for full production needs.

Signature Style: Features Virtual Riot’s classically trained musicianship blended with top-tier electronic sound design.

Accessibility: Available to Splice Sounds subscribers for individual sample downloads.

Virtual Riot - Heavy Bass Design Vol. 2 is a sample pack released on November 18, 2020, through Disciple Samples and available exclusively via Pack Overview

Building on the success of the first volume, this pack is designed specifically for high-energy bass music production (dubstep, tearout, and EDM). It contains 579 total samples

aimed at helping producers create harder and more complex soundscapes. Key Contents

The library is "filled to the brim" with essential components for modern bass music: Synths & Basses (339 samples):

Includes synth one-shots, bass loops, glitch stabs, and textures. Drums (90 samples):

Features super tight drums, heavy tearout snares, and chunky kicks. Vocals (39 samples): Raw files and processed vocal sounds. Additional Elements: FX, impacts, claps, rims, hats, and various percussion. Sound Design Features Texture Creation: The Virtual Riot: Heavy Bass Design Vol

The pack highlights advanced techniques like using Serum's noise oscillator to create "gorgeous textures". Production Style:

Described as "faster, harder, better, stronger" than its predecessor. Authenticity: The official demo track was created

using samples found within the pack to showcase its versatility. specific tutorials on how to use these samples, or would you like to see similar packs from Disciple?

Virtual Riot: Heavy Bass Design Vol. 2 is a widely acclaimed sample pack released through Disciple Samples

platform. Designed by world-renowned dubstep producer Virtual Riot, this pack is a staple for producers looking to create high-impact tearout, riddim, and experimental bass music. Pack Overview & Highlights Sound Selection

: This volume is "filled to the brim" with professional-grade assets, including kicks, snares, synth one-shots, and complex bass loops. Genre Focus : While primary for Tearout Dubstep

, it is heavily used across Trap, Riddim, and various experimental bass genres.

: The samples are designed for maximum clarity and professional impact, making them ready for use in club-focused productions. Total Assets : Includes over 400 high-quality samples. Sample Breakdown

The pack is categorized to help producers quickly find specific elements for their tracks: Synths (433 items) : Includes intricate synth patterns and heavy basslines. Drums (199 items)

: A comprehensive collection of punchy kicks, snares (64), and claps (36). Percussion (101 items)

: Features hats, shakers, tambourines, and more to add rhythm and texture. Vocals (36 items)

: Processed vocal snippets and one-shots for extra character.

: Includes brass, strings, woodwinds, and unique sound effects like vocoders and bells. Where to Access Official Platform : Available for download and preview on Demo Track

: You can listen to the official demo track, which was made entirely using samples from this pack, on SoundCloud Equipboard

: Further details on the gear and software Virtual Riot uses in conjunction with these samples can be found on Equipboard Virtual Riot's serum presets Virtual Riot - Heavy Bass Design Vol. 2 [DEMO]

1. The Serum-First Workflow

By the time Vol. 2 was released, Xfer Records’ Serum had become the industry standard for bass music. Virtual Rio’s patches in this pack are masterclasses in:

  • Wavetable manipulation: Using complex, often distorted or re-synthesized wavetables (many derived from FM8 or analog recordings).
  • LFO shaping: Not just simple sine waves, but complex, drawn-in LFOs mapped to the warp knob, filter cutoff, and FM amount simultaneously to create rhythmic "yoi" and "dread" bass patterns.
  • Hyper/Dimension FX: The signature "wide but mono-compatible" sound achieved by using Serum’s Hyper/Dimension effect with very specific spread times.

The Release: A Community Event

When the pack was released (under the label扩张 BOY), it wasn't just a product launch; it was a cultural moment.

  • The "Patchintosh": The most famous part of the Vol 2 story is the "Patchintosh." This was a single preset included in the pack that was so complex and used so many macro controls that it acted like its own synthesizer. It could generate hundreds of different basses just by turning knobs. It became a rite of passage for producers to see how many unique sounds they could squeeze out of just that one preset.
  • The Memes: Virtual Riot is known for being active in the community. He didn't take himself too seriously. The marketing and subsequent usage of the pack were filled with memes about how "illegal" the sounds were or how they would destroy speakers.

Example track breakdowns (two demo highlights)

  1. "Razorfall"
  • Structure: Intro → Build → Heavy Drop → Half-time Breakdown → Double-time Outro.
  • Sound-design notes: Triple-layered drop bass (sub mono + distorted mid-growl + high-frequency grit), tempo-synced beat-repeat, pitched snare riser using granular resynthesis.
  • Mixing tips: Use mid-side multiband compression on the growl layer and dynamic saturation pre-EQ.
  1. "Voltaic Riddim"
  • Structure: Sparse intro → Riddim chorus → Minimal bridge → Heavy finale.
  • Sound-design notes: Metallic pluck lead modulated by LFO-driven wavetable morphing, percussive bass stabs with transient shaping.
  • Mixing tips: Parallel distortion on drum buss with upward compression for punch; parabolic EQ dip at 200–300 Hz on synths to clear sub.

3. Technical architecture — how the sounds are built

  • Layer stacks: each preset typically combines 3–6 layers: sub, body (wavetable), texture (noise/metal), transient (click), and FX (reverb/delay tail). Each layer routed to group buses for independent processing.
  • Wavetables & oscillators: complex custom wavetables with formant emphasis; unison voice detune and micro-phasing for width; phase alignment tools to avoid low-end cancellation.
  • Filtering and routing: parallel chains with band-split routing (low, mid, high) allowing separate distortion/saturation per band; notch filters to carve competing frequencies.
  • Modulation matrix: macro controls mapped to multiple parameters (filter cutoff, drive, LFO depth, formant shift), enabling expressive performance and quick tonal shifts.
  • Effects chain: saturation → multiband compression/sidechain → transient shaping → parallel distortion → tempo-synced modulation → spatial FX (convolution/reverb tail) → master limiting on preview buses (not intended for final mastering).
  • Preset controls: intuitive macros for “grit,” “growl,” “sub,” and “motion,” plus MPE/aftertouch responsiveness on select patches.

3. The "Liquid Metal" Reese Bass

Found in tracks like "Worth It," this sound relies on movement and phasing.

The Oscillators:

  • OSC A: Analog Basic Shape (Saw).
    • Detune: 7 voices, heavy detune (18+ cents).
  • OSC B: Analog Basic Shape (Saw).
    • Detune: 7 voices.
    • Phase: Shift the phase by roughly 180 degrees to cancel out frequencies with OSC A (creating the "hollow" phase sound).

The Processing:

  • Chorus/Flanger: Essential. Use the Serum Flanger with high depth and slow speed.
  • Dimension: Heavy use of the Dimension knob on the main synth panel.
  • Distortion: Tube Digital or Hard Clip.

Virtual Riot — Heavy Bass Design Vol. 2

Virtual Riot’s "Heavy Bass Design Vol. 2" sits at the intersection of sound-design pedagogy and modern bass-music culture: a focused collection of presets, patches, stems, and workflow insights aimed at producers who want aggressive, characterful low-end and rich, modulatable mid/high textures. This narrative examines the pack’s goals, sonic identity, technical architecture, creative uses, and cultural impact — and sketches a playable roadmap for integrating its elements into original productions.