Sampler Channel Settings (SMP)
The Sampler Channel Settings relate specifically to the Sampler instrument or to plugin instruments that support custom shapes for their oscillators. Only when a sample is loaded will the
waveform be visible in this tab. To load a sample in a Sampler Channel drag and drop the sample from the Browser or Windows Explorer and drop it on the
Channel Window. If you drop the sample on the Playlist you will create a related, but different instrument type, an Audio Clip.
NOTE: Useful when working with Channel Samplers are the Instrument Tab controls that include the integrated ADSR vol, pan, filter, pitch & LFO
envelopes. For example, samples will continue to play after note release unless you activate the Volume envelope.
NOTE: Disabled options - You may notice that some of the options in your Sampler Channels are disabled (grayed 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 Folder
The sample bank contains the wave that Sampler uses for synthesis. Left-click
the button on the left side to browse a sample
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
Contains general wave handling options:
- Keep on Disk - Frees FL Studio memory allowing more and/or larger Audio Clips / Sampler Channels to be used in the project. The Channel's sample data is moved from FL Studio's
memory allocation to a separate memory allocation. 'Keep on disk' is most useful when working with projects that have very large sample-space demands. When selected
the maximum memory available to each Audio Clip / Sampler Channel will be 2 GB. Your Windows OS version (32 or 64 Bit) and installed RAM will determine how smoothly your sample playback
works (if you load more samples than you have RAM then disk-swapping may cause buffer underruns as the data is read off disk).
- Samples must be in 16 or 32-Bit .wav format, not compressed such as .ogg or .mp3 (otherwise the option will be grayed out).
- To automatically 'Keep on disk' select 'Auto keep long audio on disk' from the F10 General Options, then re-load your project.
- 'Keep on disk' precludes the use of precomputed effects (6), that require the whole sample is loaded in memory.
- For smooth operation without underruns or glitches, your physical RAM should (at least) match the project's total sample-space demand.
It may also take a while for very large projects to load so be patient. TIP: Zoom out on the Playlist,
(Ctrl + Right-click) on a blank area, so all Audio Clips are visible in their
entirety prior to pressing Play for the first time. This forces Audio Clip data to be cached into RAM.
- 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 grayed 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.
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 a 'ping-pong' effect between the start and end loop points.
These options are provided to remove 'clicks' at the start (in) or end (out) caused by discontinuities when you slice Audio Clips. That is, where the sample starts or ends with a high
value, the sudden jump from one value to the next causes a 'click'. The default setting is 'Out only' (10 ms fade), this will not cause audible artifacts. Set by ear.
NOTE: The fade-markers, shown above, only display when a 'bleeding' type declipping option has been selected.
- Out only (no bleeding) - No in-declicking, declicking-out is a 10ms (cosine S-shaped) fade out.
- Transient (no bleeding) - Useful for drum samples as the attack transient is fully preserved (only the first few samples are processed to avoid starting on an 'offset'). The declick-out uses a no-bleeding,
short (10ms), filtering fade.
- Transient (bleeding) - Same attack processing as above, with a declick-out based on a 20 ms (cosine S-shaped) fade out.
- Generic (bleeding) - A 20ms cosine S-shaped fade-in and fade-out.
- Smooth (bleeding) - A 100ms cosine S-shaped fade-in and fade-out.
- Crossfade (bleeding) - A 200 ms attack/release that is designed to crossfade contiguous (touching) Audio clips. This is not a true crossfade, where clips overlap, this fades start and end of the clip in a way
that is designed to work well with another clip with the same settings butted up against it). NOTE: Both Audio Clips need to have been sliced and this setting to crossfade.
5. 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. These are the same algorithms used
by the Edison Time Stretch / Pitch Shift tool. When samples & Audio Clips are synced to the project tempo you will be prompted to process all samples for the new tempo
when it is changed.
Working with the stretch/pitch functions
Dynamic tempo changes during the song (tempo automation) are not possible because the stretch algorithm does not work in real-time, re-sampling is used to keep the time-stretched samples
in sync (in other words pitch will change with tempo). To achieve dynamic time-stretching try the Fruity Granulizer method
(see Notes & Tips at the bottom of the page).
Following are common actions you may need to use when working with stretched samples:
- Disable time stretching for a sample, turn the Time knob maximum left (right-click to select 'none'). This is the default mode when samples are dropped on the Playlist.
- 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:
- Unlock a sample from the project tempo, follow the above 3 steps and select the 'no tempo' option.
- 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.
- 6. Drag the audio file from the Browser and drop on the Playlist. It will then auto-stretch to match the current BPM of FL Studio.
6. 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
- 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.
7. 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. NOTE: MP3, OGG, .WV and 24 bit source samples are converted to 32 bit on loading, so don't use this to determine the source sample format. Check in the Windows browser.
The display also shows loop points (vertical red lines) and region markers (orange triangles along the top of the display) if these 'meta data' are present within the sample. Loop points and
regions can be edited, added or removed using Edison.
Left-click - the sample view to preview the sound (if time stretching is enabled, the preview is tempo-synchronized).
Right-click - to open a menu with additional commands:
- Reload - Use this command to reload samples when they were altered in external applications (wave editors, etc.), after FL Studio was started. This command appears only in channels that hold Sampler instrument.
- Save as... - Allows you to save the sample with all precalculated effects applied to it (see Sampler Channels Settings).
- Edit... ( E) - Opens the integrated Wave Editor with the current sample, or the custom wave editor you have selected in the Tools window.
- Detect tempo - Opens the Tempo Detection Wizard which asks you to select one of several tempo ranges the sample might be in. Select a range and the Time property of the channel will be automatically adjusted (see Sampler ). Note that the accuracy of the auto detection depends on the source material and might not always match the real sample tempo. The best practice in this case is to know in advance the real loop tempo and embed that information in the sample by using a wave editor.
- Get properties - Opens the Windows properties dialog for the sample file.
- Spectrum view - Displays all waveform previews for the sample in spectrum mode, includes the Playlist. NOTE: If this is selected the Multichannel waveform view option (below) is ignored.
- Multichannel waveform view - Displays all waveform previews for the sample in stereo mode (upper left, lower right), includes the Playlist. NOTE: Spectrum view overrides this setting.
- Tools - Will show any other Tools set in FL Studio.
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 Playlist (to open a new Audio Clip instance), Fruity Slicer, DirectWave, Edison, etc.
8. 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.
9. 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.