How to analyze a track for show design

Take your song from a .wav file to a collaborative timeline with EdiTour.

Anthony Garcia··4 min read

Before you write a single cue, you need to know what the track actually does. Track analysis for show design means mapping out the structure (intro, build, drop, breakdown, outro), marking the specific moments your cues will hang off, and getting a rough read on the energy curve, all before you touch a desk or a timeline.

What are you actually listening for?

Not just BPM. BPM tells you the tempo, not the shape. What you're listening for is structure: where the track opens, where it builds, where it drops, and where it comes back down. You're also listening for the small stuff inside those sections, a filter sweep four bars before a drop, a vocal stab that repeats, a breakdown that's actually two breakdowns back to back. Those small moments are usually where the best cues live, not on the drop itself, which everyone already expects and half the room is already watching for.

How do you find phrases and sections?

Most DJ software will do a first pass for you. Pioneer's rekordbox has a Phrase Analysis feature that breaks a track into labeled sections (intro, up, down, chorus, bridge, verse, outro) and shows them under the waveform, and you can adjust the boundaries by hand once you've listened through and disagree with the software's guess, which happens more often than you'd think on tracks with an unusual structure. Rekordbox's own Phrase Edit operation guide walks through adjusting, cutting, and reclassifying those phrases.

Serato does something similar with beat grids and cue points. Either way, the software's first pass is a starting point, not the answer. Listen through once with headphones and no other task except marking where sections actually change. You'll hear things the auto-analysis missed, especially on remixes, edits, or anything with a tempo change mid track.

My own version of this comes from the laser side. I've analyzed hundreds of songs for laser programming in Pangolin Beyond. Beyond runs a BPM-based timeline, and that one feature meant I was often the fastest department on a show to finish a song, while crews on frame-based systems were still counting frames. But the analysis itself isn't built into Beyond. Every song, I either pulled the BPM from Rekordbox or the track title, or tap-tempoed along during playback and made a good guess. Then I'd slide the whole song over a bit to add the offset until the grid actually sat on the beat. It worked, and it was fast once I had the reps in. It was never intuitive though. That trade goes into every development step of EdiTour: how do we make track analysis and timeline collaboration more intuitive, with less clicking and busywork.

What is an energy map, and why bother making one?

An energy map is just a rough score of how intense each section of the track feels, low to high. Mixed In Key's Energy Level system scores tracks 1 through 10 for this reason, and their own guide to sorting by energy level is a useful reference even if you're not using their software, because the underlying logic applies to any track: an intro sits low, a drop sits high, and a set (or a show) generally moves up and down in steps rather than jumping straight from a 4 to an 8.

For show design specifically, the energy map matters because visual intensity should roughly track musical intensity. If lasers go full blast during a quiet verse, or lighting stays static through the biggest drop of the set, the show reads as disconnected from the music, even if every cue technically fires on time.

Do you need software, or can you do this by ear?

You can do all of this with nothing but headphones and a notepad, and plenty of good show designers do exactly that, especially on a single track they already know well. Software just makes it faster and gives you a visual reference, the waveform, the phrase labels, the energy score, that's easier to share with the rest of the team than your own handwritten notes. If you're designing across four or five departments, one shared reference beats everyone re-analyzing the same track alone in their own head.

How does this feed into the show's timeline?

Once you know the structure and the energy curve, you're marking moments instead of guessing at them. That build eight bars before the drop, that breakdown at the two-minute mark, that vocal stab that repeats three times, those become the points every department designs against. On a shared timeline, you mark those structure points once and every department, lighting, lasers, video, sees the same reference instead of five people marking up five separate waveforms by hand.

That's the actual point of doing this analysis before you open a cue sheet at all. You're building the map the whole show gets designed against, once, instead of every department redoing the same listening pass alone.

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