Sampler Channel Settings (SMP)
The Channel Sampler is an integrated, single-sample, sampler instrument useful for percussion and related one-shot sounds. To load a sample drag and drop the sample from the Browser or Windows Explorer onto Channel Rack. If you drop the sample on the Playlist you will create an Audio Clip, a related, but different instrument type.
NOTES: 1. ADSR & Filtering - Channel Samplers have a number of useful controls under the Channel Settings 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. 2. 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.
Load and locate samples. Clicking on the sample name will open a File Explorer to the location of the currently loaded sample. Use the icons to the right to:
||Load sample file - Opens a file explorer window. Right-click - Open sample-load history.
||Locate sample in browser - Opens the Browser to the location where the sample is saved.
||Remove sample - This only removes sample from the selected Sampler Channel, it does not delete the original sample data file.
These options control how the sample and meta-data within it are handled:
- Keep on Disk - For FL Studio 32 Bit this can be used to free virtual memory allocation allowing more and/or larger Audio Clips / Sampler Channels to be used in the project. Sample data is moved from FL Studio's virtual memory allocation to a separate memory allocation. For FL Studio 32 & 64 Bit - It can significantly speed load times for multi-GB projects. When 'Keep on disk' is 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. Keep on disk won't work with compressed formats such as .ogg or .mp3, otherwise the option will be grayed out.
- Automatically 'Keep on disk' with the 'Auto keep long audio on disk' on the F10 General Options, then re-load your project.
- 'Keep on disk' precludes the use of precomputed effects, 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 recorded at the same sample-rate as your audio interface is currently set to (e.g. Sample rate = 44100 Hz), this option can improve audio quality. NOTES: 1. Loop points - are often carefully sample-aligned so resampling can cause loops to 'click'. 2. CPU - Resampling requires additional CPU and memory as resampled waves are generally larger. See Audio Settings > Mixer > Resample quality for more details.
- Load regions - Loads the region/slice markers embedded in some wave samples including ZGR/REX loop files. This data is also used for some time-stretching options and for more accurate sample processing.
- Load ACID markers - Loads ACID beat markers if embedded in the sample. These are a 3rd-party equivalent for Slices and Regions.
Looping replays the sample or parts of it while a note is held for the Sampler Channel:
- Use loop points - When the sample contains loop points (see Sample view below), select this option to make the sample loop. The play position starts at the sample beginning and when it reaches the loop-end point, jumps back to the loop-start point and repeats this process while the note is held.
- Ping pong loop - The play-position bounces back and forth between the loop start and loop end points (forwards then backwards through the loop region).
These options help to remove 'clicks' at the start (in) or end (out) caused by sharp level discontinuities when you slice Audio Clips. That is, where the sample starts or ends with a value significantly different from another sample in close proximity, 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. Bleeding means the audio will extend beyond the slice point to complete a, very short, click reducing fade.
- 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 ramped). The declick-out uses a no-bleeding,
short (10ms), filtering fade-out.
- 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, the fade start and end 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 to use this setting, as data before and after the slice points is used to create the Crossfade.
Time stretching / Pitch shifting
The Time stretching / Pitch shifting algorithms 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 these channels for the new tempo when it is changed.
- PITCH (Pitch Shift) - Change sample pitch while preserving its length. If the 'resample' method is selected it will be automatically changed to 'auto' after tweaking this knob.
- MUL (Time Multiplier) - 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 (Time Stretch) - Sets the sample length (sample 'time') using tempo-based measures (bars, steps, etc.), so that you can lock the sample to the project tempo. When adjusting the knob the assigned time value shows in the hint bar, along with the computed 'actual' tempo FL Studio calculates 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.
Right-click the Time knob - to access useful presets and the 'Autodetect' command which attempts to autodetect the tempo of the sample (results may vary depending on the source material).
- (none) - Default (no stretching), the sample is transposed according to Channel pitch as normal. NOTE: If a Sampler Channel is not responding to pitch then select '(none)'. See the F10 > Settings > General > Read sample tempo information
section for more details on global changes that can avoid this problem in future.
- Autodetect - The sample's tempo (BPM) is autodetected and the Channel stretched accordingly. Audio Clips will also adjust the Time property accordingly when
stretched in the Playlist.
- Beat/Bar # - Use these options when you know the exact number of Beats/Bars the sample covers.
- Mode (Stretch Method) - Options allow you to change pitch (resample) or to maintain pitch and change tempo (other time-stretching options). Time-stretching uses ZPlane Elastique Pro version 3 (e3 algorithms, e2 is included for compatibility with pre FL Studio 12 projects). These are also available in Edison Time Stretch/Pitch Shift Tool that provides more control than here in the Channel Settings options that include:
- Resample - Standard pitch shifting that varies sample length with sample pitch.
- e3 Generic - A 'Default' mode is designed to work with the widest range of input signals. As usual, experiment with other methods if you hear unwanted artifacts.
- e3 Mono - Specialized for monophonic input signals such as vocals or solo instruments. Uses automatic formant preservation techniques.
- Slice stretch - Use for drum loops that have a tempo lower or equal to the project. Markers are used for transient detection and each slice is stretched according to e3 Default (NOTE: use Slicex for more advanced loop slicing and processing options).
- Slice map - Use for drum loops with a tempo higher or equal to the project tempo. Slices are moved (unstretched) to map to the positions each slice would play at the selected pitch/tempo (NOTE: use Slicex for more advanced loop processing options).
- Auto - Selects the best stretch algorithm in light of the other options and settings you have selected. You trust us don't you?
Legacy Elastique (Pre-FL Studio 12 projects will map to the presets indicated):
- e2 Generic (Pro default & Pro transient) - Older version of e3 Generic.
- e2 Transient (Transient & Tonal) - Transient and formant preserving stretch method.
- e2 Mono (Monophonic) - Older version of e3 Mono.
- e2 Speech (Speech) - Optimized for spoken words. For singing, use the 'e3 or e2 Mono' mode).
NOTE: Names in brackets show pre FL Studio 12 nomenclature. Old projects will re-map to the presets indicated.
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.
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 or bias from the sample. DC offset is a bias in the average of the waveform above or below the zero line. This can cause clicks, distortion or FX plugins to behave badly.
- 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.
The sample view displays the loaded sample (with all pre-computed effects applied). Information and 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 display 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.