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jueves, 12 de junio de 2008

Sampler Channel Settings (SMP) fl studio tutorials


Sampler Channel Settings (SMP)

The Sampler Channel Settings menu relates specifically to the Sampler generator or to plugin generators that support custom shapes for their oscillators. Only when a sample is loaded will the waveform be visible in this tab.

NOTE: Disabled options - You may notice that some of the options in your Sampler Channels are disabled (greyed out), however you can still toggle the switches on/off. This improves workflow when trying out different samples in the same Sampler Channel, so that if a selected option becomes possible it will become activated automatically.

1. Sample Bank

The sample bank contains the wave that Sampler uses for synthesis. Left-click the button on the left side to browse a sample or SimSynth/DrumSynth preset for the sample bank. The Open dialog has been enhanced with Favorites section. The combo box on the right side displays the name of the currently selected sample. If you left-click it, a history list with recently opened samples shows.

2. Wave

Contains general wave handling options:

  • Keep on Disk - Turn this option on to conserve memory by playing the sample directly from your hard disk (streaming) rather than loading it into memory. Notes: Streaming too many samples from the disk may overwhelm the transfer capacity of your drive and cause clicks and stutters, so keep in mind the total number of samples you are streaming. This option also requires the sample to be a 44100 kHz, 16-bit stereo format (otherwise the option will be unavailable and greyed out). 'Keep on disk' further precludes the use of precalculated effects (4), because these need to be applied as a whole wave calculation, and can't be performed if the sample is not in memory. Finally, the Sample View window (6) will be blank if 'Keep on disk' is selected.
  • Resample - If your sample is not a 44100 kHz, 16-bit stereo format, you can use the resample option to improve output quality. However, it is not recommended to use this option on looped samples, as all loop points are sample-aligned, and resampling may cause "clicks". Note: - While this option improves the real-time playback, it also requires additional CPU and memory, since resampled waves are larger. Alternatively, if you use hermite curve interpolation or better in your audio or export settings, the quality of any non-resampled waves won't be adversely affected.
  • Load regions - When selected, loads the regions/slices markers available in some wave samples and ZGR/REX loop files. If the loaded sample contains regions/slices data, this option will be available (i.e. the label will not be greyed out). Regions/slices are used during time-stretching and for more accurate sample processing (see below).
  • Load ACID markers - When selected, loads ACID beat markers for the sample, if available.

3. Loop

Contains options for sample looping:

  • Use Loop Points - If the sample contains loop points (see the Sample view, below), you can check this option to make the sample loop. It will play from the beginning, and when it reaches the loop end point, "jump" back to the first loop point, thus creating sound with unlimited length. Useful for instruments such as strings, organs etc.
  • Ping Pong Loop - The looped region is copied, reversed and pasted onto the end of the original loop point to create the a "ping-pong" effect between the start and end loop points.

4. Time stretching / Pitch shifting

The Time stretching / Pitch shifting engine can synchronize pitch and/or tempo with your project, since pitch and playback speed may be adjusted independently. Note that for more control over the time stretch functions in FL Studio use Edison Time Stretch / Pitch Shift tool. This process, however is not in real-time as it allows FL Studio to implement the highest quality (CPU-intensive) techniques for professional results. When samples are synced to the project tempo you will be prompted to process all samples for the new tempo when it is changed. Dynamic tempo changes during the song (tempo automation) are not possible as the stretch algorithm is not real-time, so simple re-sampling is used to keep the time-stretched samples in sync (in other words pitch will change with tempo). Following are three common actions you may need to use when working with stretched samples:

To disable time stretching for a sample, turn the Time knob maximum left (set to 0). This is the default mode when samples are dropped on the Playlist.

To manually lock a sample to the project tempo: If your samples are not being automatically stretched when you make a change to the project tempo, the procedure for syncing the sample to the project is as follows:

    1. Insert your sample as an audio clip in the project.
    2. Double-click the audio clip wave display in the Playlist to open the channel settings.
    3. At the sample options tab, select your prefered time-stretching method from the Stretch Method menu (see below). Use anything but the default "Resample".
    4. Note where the clip finishes in the Playlist and stretch the end of the clip by one snap unit. Wait for the stretch to complete.
    5. Drag the end of the clip back to the original position and wait for the stretch to complete. The sample is now at it's original length and pitch.
    6. The clip is now synced (or locked) to the project tempo. Further tempo changes will automatically stretch the clip so that it stays in time and with the original pitch. At any stage you can change the stretch method to one that sounds best and/or alter the pitch using the sample options tab.

    Note: The above procedure assumes that the sample is already beat-matched to the Master tempo (if not, see below).

To automatically beat-match/stretch samples dropped on the Playlist, FL Studio needs to know the sample's original tempo and receive a command to auto-stretch the sample. This information is contained in the sample's 'meta-data', only saved in WAV files:

    1. Open the Sample Properties with Edison.
    2. Make sure the original sample tempo (Tempo (BPM)) is set correctly, you may need to use the 'Autodetect tempo' feature.
    3. Turn Tempo-sync ON.
    4. Save the sample with these settings (only WAV files can contain this meta-data, it will be discarded if you convert to MP3 for example).
    5. Make sure the F10 General Settings, 'Read sample tempo information' option is ON.


  • Pitch Shift (PITCH) - Allows you to shift the sample pitch while preserving its length. Since this kind of processing is not possible if the stretching method selected is "resample", the method is automatically changed to "auto" after tweaking this knob.
  • Time Multiplicator (MUL) - Use this knob to modify the sample length. For example, you can quickly stretch the sample to twice its original length without needing to modify the Time setting.
  • Time Stretch (TIME) - This parameter sets the sample length (sample "time") using tempo-based measures (bars, steps etc.), so that you can link the sample with the base project tempo. While adjusting the knob you can see the assigned time value in the hint bar, as well as the computed "actual" tempo FL Studio gets for the sample tempo according to the set length. If the tempo is too high or too low, you'll see a note "unrealistic tempo" shown instead. The right-click menu for this parameter shows some handy presets & the autodetect command which makes an attempt to autodetect the tempo of the sample (results may vary depending on the source material). NOTE: Audio clips will adjust the Time property accordingly when stretched.
  • Stretch Method (drop-down menu) - Selects a sample Time Stretch/Pitch Shift method. Please note that the Sampler Channel implements a simplified version of the 'ZPlane Elastique Pro' algorithms used by the Time Stretch/Pitch Shift Tool. We recommend using Edison if you require maximum control over the Time Stretch/Pitch Shift process. Options in the Sampler Channel include:
    • Resample - Standard pitch shifting that varies sample length to change pitch.
    • Pro default - The 'Default' mode is designed to work with a wide range of input signals, try the other modes only if 'Default' fails to give the result you need.
    • Pro transient - For certain sounds, transients are crucial to the overall result (percussion, for example). This mode attempts to preserve the transients in the input signal.
    • Transient - A lower CPU usage transient-preserving stretch method which corresponds to the élastique time-stretching default mode. It is provided as an alternative to the 'Pro Transient' mode.
    • Tonal - Provides higher quality for input signals with b focus on tonal (pitched) elements.
    • Monophonic - Specialized for monophonic input signals (such as vocals or solo instruments) and should give the best results for these type of signals. The tonal quality is achieved through formant perseveration.
    • Speech - Optimized for speech. (For singing, use the 'Monophonic' mode).
  • Insert - If this switch is on the effected audio will be inserted, if it is off the sample will be mixed with the original.

5. Precomputed effects

This is a set of effects and processing routines for the sample loaded in the sample bank. None of these effects requires additional CPU to play your song, because they are all applied as pre-computed effects. FL Studio processes the sample and then loads it in the memory with all effects already applied. However, this makes the automation of those effects impossible (see Automation). Also, applying them to streamed samples (when the Keep on Disk option is turned on) causes the entire sample to be loaded in RAM, which is not desirable for longer samples).

  • Remove DC Offset - Removes any DC offset from the loaded sample.
  • Reverse Polarity - "Flips" the waveform vertically.
  • Normalize - Maximizes the sample volume without clipping.
  • Fade Stereo - Creates a stereo fade from the left to the right channel of the sample.
  • Reverse - Reverses the sample.
  • Swap Stereo - Switches the left and right channels of the loaded sample.
  • Fade In (IN) - Applies a quick fade-in to the sample (turn maximum left to disable).
  • Fade Out (OUT) - Applies a quick fade-out to the sample (turn maximum left to disable).
  • Pitch bend (POGO) - Applies pitch bend to the sample. Useful for drum samples.
  • Crossfade Loop (CRF) - Allows you to crossfade the sample to create smooth loop sections (turn maximum left to disable).
  • Trim Threshold (TRIM) - FL Studio trims any silence at the end of a sample to free up RAM without altering the resulting sound. The TRIM option allows you to raise the volume threshold at which FL Studio detects "silence". Using this control you can allow FL Studio to filter very quite noise in your sample or, by setting the threshold to zero, filter only pure "mathematical" silence.

6. Sample View

The sample view displays the loaded sample (with all pre-computed effects applied). Icons in the lower right section indicate bit depth (: e.g. 16 bit, 32 bit) and stereo configuration (: e.g mono, stereo), respectively.

The display also shows loop points and region location if these are present within the sample data (loop points and regions can be set using Edison).

Left-clicking the sample view previews the sample (if time stretching is enabled, the preview is tempo-synchronized). Right-clicking the sample view opens a menu with additional channel settings and commands. It contains the same options as the Channel Settings menu '> Sample'.

Drag and Drop - You can also left-click on the sample view and drag it to other compatible locations in FL Studio such as the Fruity Slicer, Direct Wave, Edison etc.

7. SimSynth Preset

This panel appears only when a SimSynth preset is used to fill the sample bank.

Enable the Use Riff option if you want to generate the whole riff in the preset (this option is disabled if the preset you used does not contain riff data). The Tempo knob sets the tempo of the generated riff.

8. DrumSynth Preset

This panel appears only when a DrumSynth preset is used to fill the sample bank. Parameters here define the sound that is generated and are identical to the options in the DrumSynth standalone.

  • Tone (TONE) - Sets the loudness of the sine oscillator in DrumSynth.
  • Overtone (OVER) - Sets the loudness of the second oscillator in DrumSynth.
  • Noise (NOISE) - Sets the amount of white noise added to the sample.
  • Noise Band (BAND) - Sets the loudness of the noise band generator in DrumSynth.
  • Time (TIME) - Sets the length of the generated sample.

9. Legacy Precomputed Effects

This panel contains old deprecated precalculation effects. It is visible only if you select Show Legacy Precomputed Effects in your General Settings and it is included for compatibility with projects created in earlier releases of the product.

It is recommended not to use these effects in new projects.

  • Amplify (AMP) - Use to distort your sample, or to amplify low volume samples.
  • Boost (FX1) - Useful for boosting and overdriving your sample.
  • Sine FX - Applies a sine modulation to the sample. The first knob controls the amount of modulation; the second controls the sine frequency.
  • Cutoff & Resonance (CUT & RES) - Applies a low pass cutoff and resonance filter (for a real-time automated cutoff and resonance filter, see Instrument Channel Settings).
  • Reverb - Use to add "smooth" echoes to your sample. Two different modes of reverb are available - A & B. The knob controls the amount of reverb applied to the sound. This effect may extend your sample at the end to fit the whole reverb (it is recommended that you use the real-time reverb effect included with FL Studio - Fruity Reeverb, see Effects).
  • Stereo Delay (S.DEL) - Applies a short delay between the left and the right sides of the sample, creating a a pseudo-stereo effect. Turning the knob right slides the left channel forward, while turning it left slides the right channel forward. Note that it is recommended not to use this effect on looped samples, as all loop points are sample-aligned and sliding either channel may cause clicks.

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