How to Make Hi-Hat Rolls
The rapid-fire hi-hat roll is the signature sound of modern trap and drill. Here's exactly how to program them.
What Are Hi-Hat Rolls?
A hi-hat roll is a burst of rapid hi-hat hits crammed into the space of a single step. Instead of one hit on a 16th note, you get 2, 3, 4, or even 8 hits in the same time span. They're everywhere in modern production: • Trap — triplet rolls (×3) are the genre's signature sound • Drill — irregular bursts of ×3 and ×4 create chaotic energy • Modern R&B — subtle ×2 doubles add texture without being aggressive • Reggaeton — ×4 and ×6 rolls on specific beats accent the dembow rhythm
Step 1: Set Up Your Hi-Hat
Load a short, tight closed hi-hat sound onto a pad. The shorter the sample, the cleaner your rolls will sound — long hi-hat tails get muddy when they overlap at high subdivisions. Set BPM to 140 (standard trap tempo). Switch to the Sequencer tab and program a basic eighth-note hat pattern:
Step 2: Add Your First Roll
Click on step 7 (the hi-hat before beat 3) to select it — you'll see a white outline around the step. Now click the Step button in the control row (next to Block A / Block B). A popover opens with two controls: • Subdivision — how many hits per step • Velocity ramp — how the volume changes across the hits Set subdivision to ×3 (triplet). Hit Play. You'll hear three rapid hits where there used to be one — that's the classic trap roll.
Step 3: Shape the Roll with Velocity Ramps
The velocity ramp controls whether the roll builds up, decays, or stays flat: • Flat — every hit at equal volume. Sounds mechanical on purpose. Good for drill. • Down — first hit loud, subsequent hits quieter. The most natural-sounding option. Mimics how a real drummer's wrist bounce decays. • Up — quiet to loud. Creates a build-up effect. Perfect before a snare hit or a drop. For most trap rolls, use Down. It sounds effortless — like the hi-hat is bouncing, not being hammered.
Common Roll Patterns by Genre
Trap (Metro Boomin / Southside style):
Set ×3 on steps 7 and 15 (end of each half-bar) with ramp Down. Drill (UK drill style):
Set ×3 on steps 3, 6, 11, and 14 (irregular positions) with ramp Down. The unpredictability is the point. Build-up fill:
Set ×2 on steps 9-10, ×3 on steps 11-12, ×4 on steps 13-14, ×8 on step 15. Use ramp Up. The roll accelerates into the next bar. Minimal trap:
Just one ×3 on step 15 with ramp Down. Less is more — a single roll at the end of the bar does all the work.
Try these patterns in PadwolfSubdivision Reference
At 140 BPM, one 16th note is ~107ms. Here's what each subdivision sounds like: • ×1 — one hit per 107ms (normal) • ×2 — one hit per 53ms (double time, subtle fill) • ×3 — one hit per 36ms (triplet, the classic trap roll) • ×4 — one hit per 27ms (fast roll, build-ups) • ×6 — one hit per 18ms (very fast, use sparingly) • ×8 — one hit per 13ms (machine-gun effect, climactic moments only) ×3 and ×4 are the sweet spot for most music. ×6 and ×8 are effects — a few per beat max, or they lose impact.
Why Padwolf's Rolls Sound Natural
Perfectly quantized rolls sound robotic. Real drummers have micro-imperfections — timing that drifts slightly late, velocity that varies, stick angle that shifts the tone. Padwolf's step subdivision engine builds in three layers of humanization automatically: 1. Micro-timing jitter — each sub-hit lands ±8ms off the grid with a slight late bias, like a real hand bouncing 2. Velocity variation — ±8% random volume per hit on top of the ramp curve 3. Pitch drift — sub-hits darken very slightly across the roll, mimicking how a real hi-hat responds to repeated strikes You don't need to configure any of this. It's always on, always subtle.
Pro Tips
• Layer two hats: load the same hi-hat on two pads at different pitches. Use the higher-pitched one for rolls and the normal one for regular steps. This creates a timbral contrast that makes rolls pop. • Use mute groups between open and closed hi-hats. When the closed hat (with rolls) plays, it should choke the open hat — just like a real hi-hat stand. • Don't overdo it. One or two rolls per bar is usually enough. If every other step is a roll, nothing stands out. The power of a roll is contrast — rapid bursts against a steady pulse. • Match rolls to the energy arc of the song. Verses get fewer, simpler rolls (×2, ×3). Choruses and drops get more aggressive rolls (×4, ×6). Builds use ascending subdivisions.
Frequently Asked Questions
In the sequencer, click a hi-hat step to select it (white outline appears), then click the Step button in the control row. Choose a subdivision (×2 through ×8) and a velocity ramp (Flat, Up, or Down). The roll plays within that single step's time slot.
×3 (triplet) is the classic trap hi-hat roll. It's what you hear in most Metro Boomin, Southside, and 808 Mafia beats. ×4 is good for faster fills, and ×2 for subtle texture. Start with ×3 and experiment from there.
If they sound robotic, try the Down velocity ramp instead of Flat — it adds natural decay. Padwolf also applies automatic humanization (micro-timing, velocity variation, pitch drift) to keep rolls sounding organic. Make sure you're using a short, tight hi-hat sample — long samples muddy the rolls.
Yes. Step subdivisions work on any pad. Snare rolls (×4 or ×6 before a drop), kick rolls in drill, or even melodic sample stutters. The velocity ramp and humanization apply to all sounds equally.
A pattern is which steps are on or off across the 16-step bar — the rhythm. A roll is what happens within a single step — the subdivision. Patterns are programmed by clicking steps in the grid. Rolls are programmed by selecting a step and using the Step button to set the subdivision count.