Transcripts
1. Introduction to Sampling with FL Studio: Welcome to the sampling
course with fl Studio. I'm artist knows undoes, a musician who's been using FL Studio for around
the last 15 years. In this course, I
wanted to take you through all of the
different sampling options available to you inside FL Studio and make it so
you are a sampling master, understanding all of the tools available to you when to use different types and
which ones are going to best suit the result
that you're, after. I went to explain the
fundamentals of things like ADSR had to add baselines
out to use filters. How to manipulate your
samples into making instruments and become an
overall something Master. Look forward to seeing
you inside. Thank you.
2. Adding sample packs: To help you guys out with your sample libraries
and organizing them, how to bring them in,
how to find them. First thing is first,
I have my sample. I always load it up, just a sample archive
and I can drop it. And I've got everything in here organized from the how to
add that to the browser. Now, lots of people are
suggesting that you can add it into the pacs folder. It's a lot of work. And frankly, it means
you've got to have four of your samples stored inside
the FL File Archive. That is definitely a way to
lose your sample library. Here's the way that either
it's a little bit safer, it's easier to back them up. You can have everything
on an external drive. So if you go into Options
and we are going to go into file settings
in here under file, I've got this costume
location made-up here is pretty simple to make. If we just click on
an empty one here, it's going to ask us
where that wants to go. Now my sample library is stored
on this LacI drive here, and it's stored as
sample archive, which is why it's called
sample archive over here. I've also got sample
libraries now this is all like the complete instruments
and things like that. I've downloaded a machine packs. Let's add that in there as well. So you guys can see, we're
simply gonna do open on that. Now in here we've got sample archive and
sample libraries, really simple to add those in. Once we close options, we can see it now popped
up over here as well. We've got some sample libraries. Awesome. Now, this doesn't organize
everything automatically. I organize my samples so that I've got a
drum and bass folder. I've got some one-shot folders. Different genres is how
I find useful to work. But old cuts, which is like old vinyl recordings or
Castro vocals separately. Now, my hip hop forward,
if for example, there's a pretty busy folder, there's lots and lots
of packs in here. There's some sneaky ways that
we can find stuff in here. If we right-click on hip hop, we use smart find
in this folder, we can use phrases in here
to figure things out. Let's say I want to
find drums 88 BPM. So it's now a family, a
drum loop that's an 88 BPM. If I was to then use f three, it will find me
the next drum loop that meets that criteria. If it is found this one. By step three again, again, you know, just
keep going through them. It looks for a TA,
it looks for BPM. And it looks for it
being a drum loop, really easy way to navigate
through your complex folders. For guys, I hope that's
been helpful for you. That's a better way
for you guys to add your sample libraries
and browse through them. I will see you on
the next video.
3. Looping With Edison: In this video, we're going to use Edison so that we can create a loop from a sample we have
obtained and then bring that into the playlist and
I'll show you how we can quickly adjust it to our tempo. So for this example, I'll use the lost piano
leap from the sample pack, provided this can be used with any sample you
wish to work with. And it's just the technique. The first thing we need
to do is open up Edison, if we go to our top
transport at the top, we've got this icon here with
the scissors and fit 48. That's kind of Edison for us, the Edison is a
built-in audio editor inside FL Studio is
really useful for some more in-depth audio
related editing that wouldn't necessarily
be good to do on the playlist to bring the audio. And we can just drag from here. It's going to land there for us. We're just going
to double-click on Stop to stop or sound playback. To Edison's pretty
simple to use. We've got a transport
quite simply at the top. We've got a whole bunch
of editing tools in here. We don't need to use too many
of them are just show you the main features we need to
achieve what we're after. For our example here, we want maybe four hits
of the piano reward that to be in synchronous
track, to play it back. Just for argument's sake, let's say we've decided
we just swapped these first four chord faint here. What we do is we would
click in Edison's and drag. That gives us this
red marker here. This is going to
highlight and allow us to drag adjusted this
particular area away. So we get that roughly to where we want it to be
and we'll press play. Hopefully you had that
little pop at the end. I really wanted you to hear that this is something
we need to look at straightaway and try and
mitigate as much as possible. So this has to do with the audio being caught while something else
is still playing. We can mitigate this by finding what's called a 0 crossing. If we use our mouse
wheel on Edison, we can zoom in. We can grab the handles
of the bottom here. We're gonna zoom right
into this point here. This here, this
is what's causing the heart because
this sounds are started and then suddenly stops. But we need to do
is bring it back to a point where it crosses the 0, which is the middle point here. So if we do this here, we should no longer hear that pop pathway. To bring this piece of
audio onto the playlist, we use this icon just here. It says drag copy
sample selection. The South was selection is
the area highlighted in red. If we click on here
and move them out, Edison minimizes and we can drop the audio and you
are on a playlist. So that is how we
can bring a loop from Edison onto the playlist. In the next video, I'm
gonna show you how we can understand in Edison what some of the keys are being created and how we
can use that will then look at how we can
manipulate the leaked for onto the playlist and
sync them with your project.
4. Find The Sample Key: In the last video, we learned how to loop
samples in Edison. Find a 0 crossing so pops don't occur and drag those
sounds onto the playlist. In this video, we're
going to look at how we can get the key or sounds
of certain samples, which it can be really useful, and how we can then sync
them to our project. So the example piece of audio
I brought in is a 172 BPM. And our project
here is set to 90. A way that we could very
quickly get that into the right space is
two times stretch, it stretches the icon
here with the clock. And if we click that, if we get some options up here, the time stretch options
inside Edison are not musical, like they are on the playlist. And we would have to understand how are we going to adjust them. A 172 BPM. If we were to have that time, it would give us 86 BPM. We've got the time
multiply here, we could drag that down
to minus 50% and accept. If we were to set
our project now to AC six BPM and
drag the sample. Next is hurt now fits
within two bars. Later, we will learn
how to do that within the playlist and make it
somewhat more musical. We can also go to
BPMs that aren't exact fit for the current BPM. The other thing we were
going to do is use Edison to tell us the pitch
of some of the notes. Now the reason I've chosen
this loss pianos because it's cord is combinations
of multiple notes. However, Edison can
still help us find out what some of
those root notes are. There's a really simple feature. If we right-click on
the piece of audio, we can go to regions. We have detect
pitch regions here. That's gonna give
us a rough idea of the root node of each
part of this court. Knowing that we've
already brought this part of the sample in, we can shrink Edison down. Let's make a pattern here. Let's see if that fits. Slayed the sounds
right down here. Let's go back up to 172, which was the original. Let's see if that fits. That sounds good to me. So that's a really
easy way that we can find out the notes of
things we've solved board to create things
like a baseline below it and add extra intimate
instrumentation with it. Another quick tip. And what we can do
here now that we know these individual notes, if we double-click
on the note itself, it will come up for us like
that and have it highlighted. Use what we know
about 0 crossings. We find a nice space to
take that whole sample. We can take the individual
samples out just as notes, which can make it really easy for something and playing them, bringing everything together
in a slightly different way. In the next video,
we're going to look more at the tempo and time stretch and
getting samples to work with our
particular projects.
5. Match The Tempo: In this video,
we're going to look at how we can
manipulate the time of samples in
different ways to fit with our projects and
our idea often that we sample something
and it'll be in a different tempo BPM to what
we were trying to create. The example here is 172, which works really great. If we go back to 86 here, I've set the project to 92, knowing that that's gonna be six dB different to the halftime. So we're gonna need to play around with it a
little bit and get it to fit in with what we're
looking to do for contexts. I've just put a drum brake
in the track as well so we can really hear or
feel what's going on. This time. Let's use the 174
BPM stuck Cello. Those two. I think they'll
fit in nicely with the drugs we've got this time, we could just bring them
straight into the playlist instead of using the
time stretch in Edison, we're not even going to need it. It doesn't take much
to see that these are pretty out of time
too, what we're after. They definitely
don't fit at all. So let's extend our drumbeat to cover what we're
looking to do here. Now, there's a couple of ways
that we can approach this. We happen to know that this
sample here is 174 BPM. We can adjust that by
right-clicking here. We can go Fit to tempo. We can type in BPM as 174. It's going to adjust for
a swift fixed correctly. But it slowed it down so much that doesn't sound
correct anymore. What we need to do here
is half stretch enabled. And we're going to tie that back so that it
does fit correctly. Now, at the moment
it's stretched so badly is potentially
double the time. Let's have the time. We can do that by looking at where the sample ends and where we
would like it to end. It's currently ending here
on the start of bar nine. We'd want it to actually
end right here. You can drag it back like this. We wanted to make
sure that everything else stays roughly on beat. It might be the case, but it's come back too far as
it starts to drift off it. Bring it forward like this. Looks much better. Let us see how that sounds. That is pretty much
what we're after. Now. That all came into the
assumption that we knew the BPM of this and we
were able to have it. Let's bring in another sound. I think we'll do the
cello is one instead. As we can see, it's
out of time again. Now, let's pretend this time we don't know this is in 174 BPM. We need to figure that out. So if we right-click
up here again, we can use detect tempo. Given an estimated of 90.4, which is not hugely far off, it would be a C7, but it's taking into
account our BPM. And the fact that there's a tail at the end that
puts it a little bit out. Let's use the estimated date. Now, this is asking us
if we would like to set our project tempo to
the same as the sample. In this case, no, we want a sample
to a dare to us. So notice here that
the sample hasn't actually changed from
what it initially was. It still going to be
out of time for us. A lot of the time you'll have that kind of thing
happened when you're using the estimated
and the auto detect. So here's how I
prefer to do this. Let's just have a stretch on, will generally start the sample right towards the start here. And I'm gonna use these
transients to keep myself a rough guide as to where I think that she'd go I think would probably go
for something like that. Then once I've got a rough idea and that's a bit slow, I
think I'll double time. That is our hit C
to get the slice, slice, slice the end
off straight like this. Press P to get the
paint tool back. Now this is going to
be exactly on here. It's going to snap to the grid. So I can really
easily double time and can even go further. One last thing to look at is
the algorithm being used. If we double-click a few
different variations, we've got mode up here, and it's still re-sampling
the minute you quite often find that y3 is going
to be your best option. How that sounds much better. Spring the cello. That is just a few ways
that we can manipulate the time of our samples to
get them to fit in place. Making use of that and the
ability to find the key in Edison can be two very useful tools to get you started when working
with your samples. In the next section, we're going to have
a look at more ways we can manipulate the samples on the playlist like we just
have with the tempo here.
6. Using The playlist to edit samples: In this software in
FL Studio video, what we're going to
look at a sampling of the main playlist inside FL Studio is actually one of my
favorite ways to work. And we can take sapwood
and cut them up very, very quickly with this method. So you've got
yourself will pack, download it, and you've
now put it in the browser. Elizabeth, the right of the
left-hand side for you. I like to work with
it on the right. What are we going to do
is take the software, it's a 176 be PFD, soft Rhodes. Sounds like this. We're going to use that switch to click and hold and drag
it onto the playlist. Now we can make use of some of the editing features
in side of her studio. Up here at the top left-hand
section has been playlist. We've got this little icon
that says stretch right now we want that to
be switched off. We're going to go to
the end of our piece of audio here we see that
drag over this side. It's a way we don't need that. They're absolutely Zoom. It can hook Cho and you
should mouse wheel, or you could use these bars and bring that right
down to the antenna. Now, let's say we're going
to work in about 88 bps. This is gonna be probably, we've never really nice
for barley that however, if who are working at say 90, be a little bit of time. So the first thing I want
to share is just how we can bring ISAF will really easily back into the title this
way. I'll zoom in here. It's just the exhaustively
yourself where it says 176, just next to it as
a small wave icon. If we click on that guy, we can choose Fit to tobacco. We know the tempo is while 76. We're going to high-paid BPM. We're gonna go 176. Made the most
sensible adjustment. It can remember where
it is halftime, so it's doubled the speed of
it becoming nearly a bus. It's going to be
really slow now. Actually gives a
really nice sound. So let's say we wanted to go
through the original speed. Before it said stretch, we made sure it was obtained. Take that now we get to the
start of a piece of audio. We can drag it back. So it's not going
to work on the BPM. Just to build upon this example, I'm going to bring
certain drugs here. We've got a rhythm where
he has the defects. We can really hear
what's going on. I've just put a
really simple jobs live underneath our sample. Just sounds like
this for the type. If we hold the right mouse
button, interact like this, we can get ourselves
a perfectly death to worry about all these
overlapping partner. Now I want to show you some of the really powerful features
in this editing tool. We can use C or
click up here on the standing with his sliced the audience different paths
which has got to slice. It says two samples. And lots of individual sections. Press P to bring up into two. Separate these out. Just so we can see the software
changes. Every half bar. He's made up, play seamlessly. Smallpox. He has
pledged as possible by using this hip 0
crossing at secrets, but it isn't always perfect. What we're going to
use here is the slide to tap on our keyboard. Well, we now hover
ever peaceful year. We get these two arrows. What this allows us to do
is slide the piece of ODA. This means we can create the
loop repeats very quickly. Bringing this back to the
original note that we can make a new pattern
very, very quickly. Start being a bit more creative. These can be slit and based on the quantization
of the grid. Over here in the
top-left we have this little snap to grid icon and the moment
is set to sell. Let's say to something
like one over four steps, I can move this by
smaller static routes. This allows me to
make adjustments like where subsamples might
not sit perfectly. If, for example, we could
start for it to this node. This has a slightly
off editor as well. We could bring this forward. Now, hello thing to note, this note here, it's partly
why I've chosen this. It gets a lot louder
and it stands out more. We could go fix that
with compression, but we could fix it right here. What we could do here is again, click on the little
wave icon next to 176. We're gonna choose Bake unique. This particular wasn't
only function on its own, we double-click on it. We can simply turn the volume down for
this particular one. We just leave it in with one of the other sounds that
used to be closer to it. We can get closer to
the sound we're after. If we remember this, we can make copies of it. And then any other louder
lives that we might use as well will be
gained accordingly. That guys is a really easy
way to use the playlist to quickly solve for something
that you chop it up around, you create a pattern.
7. Cut And Chop Samples FL Studio 20 Quick Tips 1: Shopping samples. So what I've got here is just a sample of drum
brake, load it in. Awesome source, we might
want to cut that up a different job roles in take the drummed out and put
them on separate parts. The natural way to do it would be to put it
in something like sex or even use the Cut
tool and slice like this. But that can come
with its own problems because if something's
got a bit of swing on it, it can be slightly
off beat and you get these crazy at
transient cut here. This is definitely not
what you're after. Just rejoin that survey with
some undo what we can do this a feature of
Bill in here to detect transient uncut
at the transient points. And we can do it within the
playlist window right here. Where I've got this little
thing says kill them all this little icon next to it, you see how it changes
when you overlap. If you right-click on that, you get a bunch of
extra IP options. What we'd use this loads as we go through different videos. In here, we've got shot. Now, chops got a couple of cool features in it that let us do really complex
things very quickly. But what we're going
to use it right now is the DDL auto slicing. And what that's gonna
do, it's gonna look for the drum hits and it's gonna make a cut at those drum hits. You see now it's separated the file up into all
the separate hip. Much better. Really quickly now, grapple with our snares out
if we wanted to, and we've got them ready
to rock as we like. That's cool. Now, once we've done this, we can flip things around a
little bit further if we use the Slight tool highlight
over here, I'm under pencil. If I press S, goes to this little slide to
an O&M hovering over. Whereas if it was
on pencil before, it went to the little
arrow, grab a look. I'll press S. We've
got this slide tool. Lets us slide this piece of
audio only within that slice. So if I wanted to do
a double kick where the snare would normally rolled
in and actually do this. Yeah, it's really
easy this way too. Then just flip up samples
and chuck them around. If we're doing something other than a drum kit, for example. You can get your sample cuts
work in this way as well. And it's also really
useful for finding loops. And we just found
that little hi-hat lived there, for example. Maybe we can now get that to run across the whole track
and how this will work. Or we can give it a
right-click at the top. We're going to make it unique. We're gonna write
something again. We're gonna fit the tempo. We're just going to snap it
to its newest grid marker. Let's just roll this out
and see what we got crazy. I reckon we can get
something out of it. Stretch. So extreme that if we were to do this
with any sample is a really easy way to cut it, chop it, and flip it around
in a couple of minutes.
8. FL Studio 20 Fade How to Fade Audio in FL 21: A really quick, easy
fade tip in FL Studio, so it's not glaring the obvious how you do
this in many DAWs, you can take a piece of audio and you can just click and drag back on the piece of audio
and it will introduce a fade. For example, if I
open logic here, we've got this snare
with a little bit of sound either side we
can just drag you up. And if we wanted to
keep the host snap, but just have this fade away, we can just drag up
here and introduce a audio faith In bend and
curve it any way we want it. However, in FL Studio
there's nothing that simple. However, we say select this little piece of audio
here and we do some Zoom in. What we could do is take
this heavy ARA, hit here. We'll stick a good
leap around it and it rolls over a little bit here. Maybe we wouldn't want to fade the end of that
just a little bit. So I've put it over the bar hip, but maybe we want to
stop it dead on the ball to do it in FL Studio,
a little bit different. Wave icon just up here. We need to right-click on here. We need to go down to
the section that says automate and we need
to go volume that is now going to overlay
that piece of audio with a really specific volume
automation overlay specifically for
that bit of audio. If you have a look up
here in the options, you need to make sure you're
on the Automation Mode. And you can now
introduce that fade, but it's a bit drastic and it's just faded the
whole thing in half. What we actually need to
do is use right-click, introduce a secondary point. We can now introduce a fade depending on what you have
on your snap to grid, it will snap to that grid. Unlike regular
automation, you can use the handle just
to fade it off. That's your way to
really quickly introduce audio fades in FL Studio.
9. Default Sampler Basics: So let's use the simple salt
that instrument to create our own instrument
that we can play using midi from another sample. I've loaded a nice sample
in here and I found the regions so we can see roughly the key,
the sound is found. We can see right
at the start here we've got this sort of hit on G. We're going to try and
find a note among this. Probably here. Presuming we
try to find a 0 crossing. Gonna be a little bit harder
because it's the very stereotyped somewhere
around here might be okay. That's a pretty
good single note. I like that. Let's drag that in, like we would have before. We've now got that
single note and we know it's a G-sharp. Actually delete that
from the playlist. It's loaded up here for us. It's always going to show
it was the most recent one. We can see it's just
a single sample. What we need to do now is
just set up so it can work as a midi instruments
during tough settings before we've got this
keyboard at the bottom here, and it's currently set to C5. But we know our note because
it shows us in medicine, It's a G-sharp where this is C5, we need to go to G sharp. So we should be
able to go across our keyboard and figure out
where that's gonna base. We've got C, D, E, F, and G. G sharp is gonna be here. We can just right-click
on that and you see it now sets the root note to be on G. This is important because when we play
anything in midi, it's going to pitch it
from that position. So if we were to open the piano, roll down and up
here at the top, we can change to
the right sound, but just make it a
new pattern as well. We're a bit low to high. Hopefully somewhere
around here that we have this up and see roughly where we've been doing it from C right there that's
triggering the sample. This is, we can all say most of that octave prey, well, we know it's in G-sharp. If we choose some kind of scale that leads
off of G-sharp, see if we can make a really
quick melody with it. One thing that's making
this difficult at the moment is the whole
sample plays each time. We need to alleviate
that a little bit. We also don't want it to be
able to play over itself. So here where it says group, we want to cut and
what we want to do, we wanted to cut it by itself. So we do group one, self. It's gonna do this for us here. Two cuts by two, meaning it won't ever
play over itself. That's going to change
how our playback sounds. It's not laying them
over each time and we can do much faster runs. That's an introduction to
the really basic version. There is a further version of the software
that we can add in. We can create this
and then bring the sound straight into
it as well over here, unless step sequencer, we're
just going to use the add one feature and the soft
blur shows up here. So we're going to add
one and we've got a soft lead to here. It looks almost the same. Just notice that there is this little handle
in the middle. We're going to take
this a step further. We're going to bring this original sound
and we're going to drop that into the
new software here. We're going to switch
to this section here, and this is our ADSR envelope. So in the next video, I'm going to explain what
a DSR does because it's really important as we dive deeper into more of the surplus.
10. The Default Sampler: When we import a sample from Edison or a software
library into FL Studio, by default, it actually
opens up inside a plug-in. That might not appear
that that is the case. But actually this here is
a plugin called sampler, quick bit of navigation. It shows the file that's
currently hosted. Just hit, as you can see, we just dragged
and dropped this, but we could go
select any other file because it does just work as
a sampler is an instrument. Below where we've got content, we've got load regions, keep on disk, re-sample,
load slice markers. Keep on desk is really
useful for large samples. If we've got a really
long piece of ODA, it can stream it
for the hard drive instead of putting it
in the RAM by default, FL Studio puts everything
into your round load regions. So remember in Edison
where we tied to the different regions
with the key, for example, this would allow those regions
to show up and we can see some of them showing
up here from this sample. If I turn it off,
they disappear. Simple as that slice markers is a similar thing for when
we've sliced up jump samples, they can show up with
the slice markers, the clicking mode, there's a
couple of different modes. If we're careful in
getting a 0 crossings, it shouldn't really occur. When we play multiple notes though it makes use
of these if you do transient no bleeding most of the time
that's gonna be okay. We've actually got the time stretch settings
just here as well. And when we time stretch
in the playlist, it actually does make a
difference adjusting these. Remember we looked at the
different modes in that video. We've then got some precomputed the effects and we'll
dip into those. And shortly up here
in the top section, we've also got a settings menu. This sort of settings
menu allows us to build an instrument using
this software and it's really simple to do. In the next video,
I'm going to show you how we can take a sample and make into an instrument that we can play a melody with.
11. What is ADSR: Okay, So going forward, as we get more and more
in-depth in solving, we started to do
more complex things. There's gonna be
some areas that we really need to understand. Now, the first thing we're going to look at
here is called a. D stands for attack,
decay, sustain, release. And who see this in a
lot of different samples as we just go ahead using the
default basic salt block. It's that as an envelope. Then ADSR envelope
allows us to shape the sound in things like
volume and filter over time. First is attack. Attack is the time it
takes for the cell to get to its loudest peaking
using amplitude. If that was attached
to a filter, it will be the most open
point of that filter. So if we think of
attack that first, initial sound as it comes in, think of a string instrument that has quite a long attack. In most cases, the string gradually rises up in level two, the hint it's maximum altitude. On the flip side of
that has been pluck that string is attack is very, very quick, hits its
loudest amplitude. Almost instantaneously. After that, we have the k. The k is the time
that it will decay in the volume until it gets
to its sustained point, which is going to be a
point of a **** amplitude. We have our attack. It goes nice and up to its full amplitude decay and it's gonna come down and we
have a sustained by the, the reason we use to sustain it. If a long note is held, this will be its level
that is held at. When we look at sampling
a sustained point, we usually be quite
good point in a loop level or something
to repeat over and over. Last thing we have
are his release. Again. It's the length of
time that it takes the cell throat sustained
point to get back to 0. In ADSR attack decay sustain release is the
overall amplitude and how a sound is for them
works and we call them envelopes and enrich
can be linked to lots of other
different parameters. But usually I can choose gonna be the main
thing with a capital. I can say, I think about
that, pluck the string. Very, very quick attack happens literally
instantaneously. Writing the decay from
that decays very quickly. There's not much of
a sustained release tells us really quickly. Put examples of what that looks like next
to me, right now. Slightly longer string sound, you will have a much
longer ramp up. It all hits a top
amplitude and it will decay quite slowly
into sustained. Sustained could be
quite a long period. There might only be a little bit lower than the full
attack and volumes. The full amplitude is the reach and the release that I took a really long time to fade away. If you think my voice right
now has a very short release, you can hear it, but if
the room that I'm in, and that gives it a bit
of a release and reverb. Or somebody like his
strength was very slowly stop playing it. That is how release work. So next video we'll
have some examples of how we can use envelopes
to shape our sound, will make use of that ADSR.
12. ADSR Examples With Basic Sampler: We know how to open up the additional sampler rather
than the default one here. And we can see the
difference where we've got the envelope
section here. We now understand about ADSR. So if we click on this
envelope section here, remember we need to
set our rootlets back to that G-sharp. To activate the envelope
where it says envelope, we're going to click on
it and we're gonna get the little red icon just here. And now things are gonna
be slightly different. How it's taking time to get to the full level ATT here,
which is our attack. We can dial that
right back and will instantly be at
that for velocity. We tie that in just slightly. If we can wind up into that. This can be really nice when working with Saab was
especially if this drums in there we can work
ways to make it so the drum transient state
Chi through by using this. Now in addition to the ADSR or there's
something we have delay. This is a timing delay. So by pressing this, it will just delay when
the salt will stops if we just have a tiny
bit of it in play. In this case, we won't
let right at the start. We've also got a hold
in this instance. And hold maintains
the level here that the maximum amplitude, longer sound we can just
hold out for the whole song. We got to k. We can reduce the K right down and
make it more of a clock. We need to reduce the sustain and release to really
get that flock fill. I would take some time
now to have a look at the software in your
own projects and really get a feel for how the ADSR works because
we're going to use it a bit more as we go through
these sample videos. Because where you're going to
use it lots more as we use other sampler instruments
inside FL Studio.
13. PreComp Effects: So let's look at the
precomputed effects section. It's this section here. There's a Settings icon and a little valve icon for
two different options. The first one is
removed DC offset. You sometimes, very
rarely though, nowadays see a DC offset
on the recording. You'll see this recording. It won't be central like this is if everything will
be skewed to one side. Now, don't be mistaken
because this can often happen with brass recordings due
to the nature of them. If generally they
removed DC offset, you're not gonna need it unless
you specifically need it. And then you'll know, normalize what normalized as it brings the loudest point of a
peaceful year up to 0. And this was recorded
pretty well. But if I normalize, it does increase by just a
little fraction. If the sample you've
taken is really dynamic, and then the bit you've actually decided to sample
was really quiet, normalized might help
you just bring that out and make them mixing
a little bit easier. Bear in mind if
you've recorded it. Low bit rate, it's not going to sound great
when you normalize it. So it reverses. Let us
have a good, better flex. It reverses that sample. However, it's not going to
take effect while we've got things like cross fades
and salt offsets in place, if we were to take
something else, we can flip that quietly. Really great for just
quick reverse effects. Next, we've got
reversed polarity. This comes into effect when
we lay off lots of sounds. Snares are a really
good example. If we have a couple of
snares lead together, sometimes they start to
cancel each other out because they've come in and out of polarity
with each other. Reversing polarity or reversing the face can resolve that
for us pretty quickly. You can just see that it's doing the complete inverse
going to sound the same. It would behave a little
bit different fates stereo fades from the left
to the right channel. Super-easy effects
of throwing that swap stereo swaps the
left and right channel. If we click the valve Ico, we've got some effects in here. Boost is kind of cool, especially if you book clip on, you could really
slab jump samples and make some crazy
things happen in hair. Clip off. I don't want to push it much past that because it's going
to get really loud. Experiment with it. It's really cool on
kick drums, I have EQ. It's sort of a bit of a skew of an EQ goes one
way or the other. It's kind of like a til it lifts everything up a little
bit. Shovel, listen to it. Next we've got ring modulation. Modulation is taking
the signal sending out and back into itself
to modulate itself, we've got the frequency
just next to it, and this can cause
some crazy effects. It's great for lo-fi
beat creation. Next week, filter cutoff. Let us how this
affects the sounds. So this is actually creating
the effects of them, redoing the sound to
correspond with it. We've got a resonance
for that photo. Next we've got some
built-in reverb. There's an a and B switch. We can just dial it in as such. We can combine that
with stereo delay. Lost the pogo effect. Super quick and easy tape stops. Those are the
precomputed effects and how you can play around
with them. Pogo effects. It can be really cool if you make a copy of a sample and just pogo effect to one
and just give a quick slow down before going
back into something else. We're maybe looking
at doing that further on in the course.
14. Example Make a Patch with Sampler: In this video, we're going
to put everything together. We're going to get a sample, put it into Edison, find the part we want to use, bringing that into a software or build into something
that we can use, making use of ADSR,
sort ourselves out. Preadapted sampler info
unless blank on hedge could soft palate to find the sounds
that we're going to use. Let's see what we
can get out of that. So we open up Edison. We just drag that
sampling then drop it in. I think we're just gonna
take that first part here. Just before it changes. Remember we need to zoom in, find the best 0
crossing that we can. Very stereo sounds really much struggled to find
somewhere too far off. We'll go with that. Just play it back. Now we maybe don't
need the intro, so we'll have a look at
that in the software. Let us try to find out what
kids were gonna go regions. Each region. Lesson a
sharp that made sense. I didn't name the
file a sharp minor, say a shops or lead note. Let's drag a bit that
we want to use into our sampler. We can close it. I'm going to go
into our settings. We need to choose a sharp cut by itself so we
can just play it. Kind of. Mother is not going
to overlay itself all the time that we could introduce
some Hollywood with organic. We're going to make use
of the sample start here. We're going to start
it a little bit into the sound itself. Takeaway that false in trade. As you can hear, it,
cuts in a little bit. Now, just make a
new pattern real quick and assign that
to our new swell. Let's say we want
to make that extend a little bit further and
not start quite. So. Let's look at our ADSR here. We're going to activate
that and just have a listen to what the
default envelope does. Okay, that's good, that
swells in a bit nicer. We can maybe reduce that
attack a little bit. Back into this section here. And let's see if we can get
it to loop in some way. We're going to make use of the
playback and the offset of the crossfade just
to try and get this to loop a
little bit for us. Start offset gives us a
different starting point, whereas the crossfade
is going to blend the sounds good and look
what it's doing here. You can see where
it's trying to fade the sounds together. Doing that, we've been able
to take just this sound here, make it into something
a little bit more playable and make her
own melody out of it. Sure, if we took some more
time and we really tweaked the cross fades and tweak the
star offset and adjusted. A lot more of what we're
doing here is our notation. We could really get that into
being something a bit more. Now in the next video,
we'll keep developing this, but we looked at some of
the precomputed effects inside the sampler.
15. Direct Wave Introduction: So you now super proficient in finding software
is creating loops, getting 0 points, and even using the basic software to
build up an inch down. Now we're gonna
start getting into some of the more
advanced things. Okay, this version,
as you can see, it says direct wave FL full. Because I have a certain
edition of FL Studio, I have full access to use all of the features in direct wave, as you can see here, fruity edition of
producer addition come with the
direct wave player, but Signature Edition and
the All plug-ins bundle come with direct
wave full version. It depends on which
version you have will be able to do some of these
features and some white, but based on what you see, it might be worth you
upgrading your edition or if you've already gotten
the signature or above, this is gonna be
perfect for you. Let's have a little breakdown of the direct wave players when we load up,
this is what we get. Literally nothing
loaded right now. What are the best
things about this in FL Studio 20 is now re-sizable. So this was quite small
on sudden displays. But now if we go to
a bottom corner, we can make it fairly resizable and really get to
see what's going on. So let's break it down from left to right and top to bottom. Over here we've got a
folders option in here. We can open program banks
and things that have previously made for direct wave. If you're using the
Windows version, you can also contact libraries, some other supported
file formats as well. This currently doesn't
work in the Mac version. You have to be able to have a
specific direct wave patch, but that doesn't
stop us creating our own thank all of our saves functionality and
we can even create patches and save them
for FL Studio Mobile, which is pretty cool. We've got online content
which takes us to any libraries created by image
line that we can download. The question mark opens
up our Help section. We've then got one through
16 at the top here. And that's because we can
have 16 different variations loaded in direct wave of fonts. We can control them all
from one midi track. It's super useful for perhaps building a whole drum kits
and sending everything to a separate mixer
track to click on multiband that will show us everything that is
loaded in there. And if we click on program, it's going to show us the zones
and sophomores and things we've gotten that bring
a sample in here. We can set the zones and
move it around just here. We can see that as we
drag it along here, and this is only opens up different areas of the keyboard. If you remember from working
in the sampler before we choose its root note and
where it would play. This now also applies
to the velocity. First put the sample
right up here like this, it will only play at
the lowest velocity. Look won't trigger, we can see that trigger point
showing up that was to bring it so it covers
the whole gambit. Play it right the way across. That's where this starts
to become really useful. I'm just gonna bring a
couple of other hi-hats in. Sometimes depending
on the software you bring it in and the
values will be set at 0. And we can't see the zones here. Look, what we can then do
is look at the high key, low key and values. It. We can bring those out so it doesn't show to
us if we make that. You'd like, for example, we can see now we've got some markers here to
work off of snow. We've got these two
samples lead together. We can trigger different ones by having different velocities. We can also half
of them crossover. So somewhere in the
middle ground here, it would trigger both. The high. We're just trigger this,
then the light will just trigger that sample. We can now have a middle zone
that triggers both for us. And this allows us to make
pretty complex things. And if we've sampled
something in chopped up lots of different samples, we can make it nice
velocity layers to have them trigger in different ways and just make it more playable
instrument light, which is really nice and useful. And I click on the folder here, we're just going to flush it
or just to clear this back, looking now over on
the right-hand side, we've got folders and
some global settings. We don't need to go
massively over the spot. Some important things
needs to be highlighted. Monolithic mode, for example, with allow all
softwares to play in a mono fashion rather
than polyphonic. This means something
like a sample patch would maybe want to
cut each note off. But if we had a piano samples and we wanted to play a chord, we need it to be polyphonic. High-quality rendering
is also quite nice, but switch on and off and see
what works it for yourself. If you've got quite
low-level recorded samples or something's
particularly dynamic. Auto normalize samples. We looked at normalized
with the previous software. And it's going to bring
the loudest point of yourself. We'll just up to 0. If you've got lots of things
at a different level, we can bring them all up
to that zero-point so they're easier to play
and work with them. In the Folders section, we can literally navigate
some folders that we've got it set to fire strings
for me in this case, it doesn't actually work because I'm on the
Mac version so I can't open up files. Next, let us look at the
stoplight itself and I'll bring in a little something different to work
with in this case. On the left-hand side here, we've got programmed
zoning sample. We're gonna leave
it on software. And if we drag a
sample into here, notice how this is a little bit like Edison that we
were working in before. When we do this,
it gives the whole keyboard full reign over
the sample much simpler. Next is how the
whole sample doesn't play each time, which
is really good. We need to set a root
note like we did before this particular
sulfur was in a, we just need to
set that to eight. That sounds better for us. Towards the bottom here
we have editor options. There are many of the
options that were available to you in
Edison from here. Useful ones to note, if we hit this and
go into tools, we've got things like
reverse polarity, normalize, fade in and fade out. D click if we've got those little pups and we haven't managed to
find the 0 crossing. We can see to use
the click option, we can reverse the whole sample. We've got time stretching here, as well as the swap
channels and other areas. Convolution reverb as well. Many useful things that
we can look at it there. We've also got the
zoom function. This one's quite useful. Zoom out full. If we've
zoomed into fall, we can just quickly go here, zoom out a full page. Home is the home is
the shortcut for that. March like an Edison, we
can use the bars here says zoom in and navigate
around in the sample. We can click a highlight
areas as well. Notice that clicking
the highlighting, it doesn't change
playback at all. To do that, we would
use the sample start where we could start
awesome, perform here. Instead. We've got a loop
stop plants as well. And we can choose where those
links would start from, whether this would end from. We need to enable the loop
type for that to show up. For. Now we can see
those are the point's, just that sustained
might work better. Remember that before
we need to zoom in, ideally find the best is
0 crossing points that we can for these particular points. Something we'd need
to do over time and really get into depth
with going forward. We just said disabled
the loop again and just bring the stock might
write back to the stop, switch to Zoe, a whole world of different
settings in here. Firstly, we've got main time and trigger or with the
different settings, much like on the
previous software, we've got the pitch tune options we can reach in the sample. Regardless of where
it's being played. If you hold option
and click on that, it will always reset back to 0. Again control and a pen control. Then the posts gain
control as well. In time, we've got the
beautiful Sync option here. We can sync to the
BPM of our track. Now we need to affirm
already worked out the timing of the sample
for this to be relevant. You can create some very
interesting effects here. When we start introducing
things like grain, we can get a very new sounds. If we take smooth write down, we can kind of degrading
it more of a lo-fi sound. Especially on the more extreme. Again, option just to bring
everything by default. In the next video, we're
gonna start looking at the filters and
other ADSR options inside direct wave
as well as how to program a making
save our own patch.
16. What Are Filter Types: It's some clarity on filters, what filters do,
or they subtract the takeaway from a sound. Eq, for example, is a filter that you'll
be familiar with. You would've liked to use
the one in FL Studio. It's just a series of
different filters that can be taken away or
add in different areas. Surplus will always be always have some kind of
filter in them. There's different
types. For example, we have a LPF, that's a low pass filter. This takes away all of the high-end energy and just leaves the
lower frequencies. And the opposite
of that isn't HPF, a high pass filter, takes away the low-end, leaving the high frequencies. This one is really, really useful a lot in
sampling because you can remove the bass
tones from a sample. Sometimes things like kick drums and whatnot can be removed away and we can add
up owning given a space to create
our own tracking, our own mix, or making a much cleaner baseline
or the sample provided. There are usually other prefixes
look over these as well. You'll often see something
like HPF 6122448. What this refers to is how quickly it cuts
off the frequency? No, not how quickly
it activates it, but how steep the curve
is, everything cuts off. For example, a high pass filter, six means over an octave. So over those 12 notes, in terms of frequency, the volume will deduct
by six decibel is, this is a very gentle filter. If we look at a 48, it will
decrease by 48 dB per octave, meaning across the 12 notes and that small
frequency spectrum, we've lost 48 ****** on level. This being a really
harsh macro filter. Some of the others
that you'll see are things like bandpass. Well this does it subtracts
the high frequency, a low-frequency
around a set point, and it just leaves like a
pillar of sound, if you will. It is cut and it will do
exactly the opposite so that it will just cut a
small area out in the middle and leave the
high and the low around it. There are many other types, but as we go through this, we'll have a look at those
and see how they can be useful in solving
different things.
17. DirectWave Filters: So we've just explained what filters are really
not gonna have a look at the filter wanted to filter to section here in
these softwares, we can select between the
two costs ofs gonna be the point at which the filter
starts to take effect. Now, we need to firstly engage this to some type where
it's got a height. If we put on a lighthouse, it's now only going
to give us all of the low-frequency past
this cut-off point. Escaping quite
feel to the South. If we bring that cutoff
in a further back. By automating
things like cutoff, we can create great sweet resonance is, I think a boost cut-off. Cut-off and resonance
always linked together. Just to demonstrate this. Sorry, short cuts off. Being automated together. A cutoff trends over time. Combined this way, resonance automation has changed just yet, we need to introduce some shape distortion that really pushed this quite get the difference. Directional wave has
two filters guy in so we can actually
filter the signal twice. We wouldn't want
to necessarily do something like lighthouses. But we can also apply something like the vocal filter as well, which would
be quite useful. If I was starting to build up a new
interesting sound. It just for context, this is the south I
originally started, but I haven't done any
cuts or chops yet, but we're at a stage where getting quite interesting
meeting until the next section we've got
amplitude and MLA one, and these are our ADSR and we explained how
those work before. If we were to bring our attack
right up on the amplitude, sounds a lot longer
to get started. This would be per night, but as we have just
one note trick, it it starts in
almost straightaway, which takes sustained down on, wouldn't stay very long
at its loudest level. Have a slightly longer
decay will take a longer time to reducing level. We perform however, we discern. In this case something
like this is about right. Envelope 12 are
also ADSR related. However, they can be linked to other areas within direct wave, meaning we could link them to filters and things like that. When we do that
using the program or modulation as we
go along and we'll cover that as we go through
further into direct wave. The same applies for the LFO 12. So it will look at that
in the next video.
18. DirectWave PreComp Effects: So now we're going to have
a look at the effects across the bottom here we've
got a ring modulation. The decimator
quantize, the phaser. All of these have a mixed
control assigned to them, meaning we can have
them in parallel, so we can be really
extreme and then dilate back with
the mixed control. Now the ring modulator, it sends a frequency area
of back into itself and modulates its own right and creates a pretty
interesting sound. It's great fun to try and
things like snares and get a really crazy snuff
feeling of thought. We're gonna have a listen
to how it works here. First, we need to engage it
by clicking next to remote. We have this gray area
here, this lights up. Ring modulation will be engaged. So let's play this back. It turns out we can use mix
by their baskets out of the original ring modulation. Next decimator, which
is very much like a distortion software
rate reduction. It stays quantized. This is essentially
a bit reduction if you're making lo-fi, this is gonna be
really useful for you. How it starts to
add a bit of noise. This in combination with a
decimator is quite useful. This is where you
can start emulating the sourdough, old electronics. You suffer from a viable, you need to do this
sort of thing. If you want that
field from a sample, this is how you would do that. Anyone ringing
from the decimates us with all the mixed out, starts to get a
low quality film. Lastly, the phase of 60 South and facetime. Those are built-in and
precomputed effects at how the mixed control act really useful for low firing
your sounds off. If you've got a really pure
sound that you want to get that sort of
finally texture. Combine it with an LFO
trick from before. Use some of that bit reduction can absolutely
trick your listener into thinking that listening to somebody that has been
sampled from vinyl, even though you made
it from scratch. So in the next video,
let's have a look at the second effects
and how those work.
19. DirectWave Mod Matrix: Let's have a look at
the model matrix, which is the next section here. As you can see, we've got 1234 across the top that
each one has got four different modulation
parameters we can set up as we increase or
decrease the value. We can change the right. And by engaging this here, we can set to text and text are gonna be
relevant to our BPM. And this is how we can
create a pitch World War or vinyl wobble on kind of sounds. That's a bit too extreme, but
just a little quiet slag. Give that really old
vintage tape wobble. Now let us stop another
one at the bottom here. We're going to take
zone ever like one. We're gonna assign that
to all filter cutoff. It's just going to be
filter cutoff one. Now remember our filter cutoff, what is assigned to a low-pass. We're going to get
emulate one here, reacting to that, what
we're gonna do is get it to dial itself back even against the automation
that's already there. Did you hear that I
started to open that hose itself back based on the
attack from envelope. Using these tools
and the MOD matrix, we can really shape
our sound needs to make any ridiculous
thing that we fail like LFO trick to give the turntable or tape wobble is one that used all the time. It's just not individual
samples just to make them move ever so slightly in and
out of what they would be, especially public-key
recorded Sappho's is a great way to just give an unnatural feel to them without
destroying the sound.
20. DirectWave Saving: Okay, So let's imagine we've cut our sample up and we've
built something here. I've just bought some
jobs in real quick just to make a really
quick example for you. So we've just got we can trip us up and we can
make our own patches and instruments if we want to recall those are used
in other projects. We need to be able to
save them once we've made it and all I settings
as we liked, we want to keep it the way
that we go about saving it. Hit that little folder
icon, just stop here. And we're going to do Save As. Then need to choose
the location. We're gonna save it in. I
organize everything else. I've got a sample archive
or a software library. What I could do is make a new folder in the
sample libraries. Cool it direct wave. We'll just call this kit name just based on the first sample. And now if we were to open
a brand new direct wave, you can see over here
on the right-hand side where we've set up to
look at that folder. We've got direct wave and
it'll have our kit in there. If we double-click
on it, it loads. I kicked back up for us. Once you've made these
kits and sample chops, you can use them in
any other projects. Now if edits to this
and changed it at all, we would typically do
Save As variation. It would save the same patch, but with any changes, you've got two versions of it. And if you're using
FL Studio mobile, you can save it in FL Studio
mobile and transfer it over to there as well.
That's as simple as that. Once you've made your patch
in direct wave and we've got the sounds you like when you use it in
other projects, or perhaps build a library
up that you regularly use. Like if you found some
great piano samples and you're going to
use that piano a lot. Save it up indirect wave and then you can use it
in other projects, send it to other people, help even potentially sell it if you've made all
the samples yourself.
21. FPC Overview: In this section, we're
going to look at the fpc, which is the fruity
pad controller, has changed a lot over time. If you're still using FL T12, it will be like
grayish gold kind of thing if you move them to 20 hits as vector-based
system and it's much nicer recommend
updating if you can. Fbc is really designed
for is assault blur, but for drums and percussion. And it's got a lot of the features we've already
looked over the filters and ADSR this later on this 16 grid, given this 16 different samples, which is really
aimed towards like the MPC system and the gangrene. You will see that some keyboards have a layer of pads on them. It's designed that you can
assign this to those paths, but you can just link it
to a keyboard in general, there's a bunch of kits
that also come with this and it's well worth looking at them on the left-hand side, these are all our
different samples. They change via color and
name of what is in there. You can assign these yourselves
as well if you like. There'll be assigned
to the keyboard. If we press on any
one of the squares, it gives us the assigned
details that are going on in the right-hand side
and beautiful thing in F20 can resize this. We're gonna make it
a little bit bigger. Now we've put these
three things going on over in the
right-hand side here. Let me just explain
what they are. Remember in direct wave, we can put two things
above each other and then the velocity would
trigger a different sample. This is the same principle, but we've got three of the same sound but recorded
at different levels. So we're going to
have a quiet crash. Slightly loud crash,
really loud crash. Depending on how hard we play, it will trigger different
areas that sample. Let us have a different
feeling as well. So if you are, say, sampling some drums from a drum brake, you could take all of
the different hits, workout which ones
you wanted to be the loudest and assign them
to something like this. And we could be able
to play it quite naturally with them and
get a really cool groove. Just allows more flexibility to bring extra
samples into here. We can literally just
drag and drop them. If I just take something
out of this free kit, here's what we got. What we'll do
because we're crazy. We will layer a clap up with it. You can just drag it in there. Look, now you see we've
got this orange bar. This means it's always
going to trigger. What we could do is set the club only triggers with
the loud crash. To adjust these, we
need to make sure the icon just here is disabled. If it's set like this, we won't be able to necessarily
have things layered, will always cancel
out another sound. Look, if we use spread, even it was spread
them across for us. Really good if
you've got lots of different sounds all in at once. But we can also set it so that they can be
overlaid each other as well in certain areas will
then trigger both samples. Here we can now have the loud crash and the
clot play together. We have bank a and
bank B as well, meaning we can switch this over. We have a second bank loaded up. Bank B is always gonna be blank. We can just set up our
own sounds in here. If we'd like to load some
of the other presets, lose some of the other presets. We can go in here and
we've got presets and some extra junk kits and
things in here as well. Very levels of detail. It's a really nice snare hit and it just here where it says pads, we've got this
little down arrow. If we click here and
go to online content, takes us over to the
image Line website. And there were some more
free kits that you can download that for
the SPC as well. That's a quick overview. In the next video,
we're going to have a look at using the ADSR. And we'll also look at
being able to pitch and retune some of the
samples and kits, as well as importing
direct wave.
22. FPC ADSR: So fpc also has the ADSR
system that we've looked at. Some of the other soundless
is set out ever so slightly differently to what
you use to select your pad. The ADSR is at the
bottom here and it's displayed via this
little grid here. We've got the top control that doesn't seem to show up
with doing anything. The controls at the bottom
correspond with the point on. We only have two points. What we need to do
is right-click. That will now give us an attack. However, it still doesn't move. I'm gonna recommend
doing is actually just adjusting it in hit, getting the kind of
shape you weren't. We could do this for example. We've got almost an
instant cutaway. We can give it
quite slow buildup. If we bring the
release write down, cuts away really
quickly as well. Really good for making the
quick open and shut hi-hat. We can make it a lot
more drastic than that. That's really as
simple as it is. We can click and
adding points and create pretty much anything we liked, which is quite nice. It can be really creative
with the ADSR inside the EPC. Next thing I wanted to look
at is the fact that we can pitch and
adjust our samples. So at the moment, triggering
the self will just, what we're gonna do here
is just make it so that this sample always triggers. Just looking at sample one. Now, we've got these
controls here next to it. Fast, we've got layers volume. This allows us to easily
pilot the layers. As something triggers
with a high velocity, it tends to play
louder. It's a balance. Some of these out as we go. Secondly, we've got pad. This can be cool for making cool panning effects at
different hit on the drum sound or percussion sound can move it
from left to right. We've also got pitch, meaning we can pitch
and retune the sounds. This can be especially
useful our kick drum. So if we move over to
her in bank B here, we grab this super low
rumbling right here, right? That's enable our ADSR. Making it says a bit shorter. We can pitch it. Make it a lot lower
or crazy high pitch. This is super useful
for creating things like rises very quickly, make a quick run here. The same head. Week usually be a bit
longer than this, but this will give you the idea of what you can
do in your trucks with it. Right now it's just this. We can do is we can move that tuning control
ever so slightly. I'm going to go into last
tweaked create automation clip. Now we've got control
over that pitch. We can do this. Haven't raise up over time. You can hear it changing
for whatever reason. Fl Studio, it doesn't animate
that not as it gets moved, but you can actually
hear it change. Last thing to look at that
we can import things we made in direct wave or direct wave patches in
here which can be useful. Import direct wave program
is available to us in here. If we choose that, it will
give us a folder options. Remember before we saved that direct wave patch
on the direct wave here, it was this, well, we
can just open that up. It hasn't named anything
correctly for us, but it has opened
up our samples. The next video we'll run down to the very last thing in SPC, which is the ability to use
middy loops to control it.
23. FPC Midi Loops: Okay, one of the
coolest features about the EPC is the
fact that it's got these midi loop pre-built
into it so we can really quickly get
a feel of drugs, especially if we set
out our own drum kit for the same patterns
available here. So let's load up a
drunk it real quickly. Up here in the top
right-hand corner. We've worked currently
says FBC poker ten, whatever pattern we've
got a quit or set, it can drop in, middle,
live into there. So if I just select
the next one, we'll see pattern for here now has
immediately from there. We can just keep
flipping through those. What's cool here once we
found a group that we like, but we maybe don't like the kit. We can just simply switch the whole cutout that
will carry on forests. From there we can go and
tweak everything as we like. Guys, that's an
overview of the FAP.
24. Fruity Slicer: All, let's look at
the fruity slicer. This is one of the
oldest plugins inside the first few days. It's not resizable,
it's very small. Generally slice x is better, but fruity slicer gets the job done really, really quickly. I'm just going to
use this lost music. One, hope we can
track sounds into it. What's the sound has been
dragged into fruity slicer. There's a few things
we can do with it. From here, we can now
choose our slicing options. We could slice it manually
or slice it to the beat. I'm gonna do DDL auto slicing. Let's just cut it
into two slices. There'll be enough for what we need to state medium
water sloshing, we can see that there's
a lot more markers. What we can do then is Dr. PR, they wrote a couple of ways, but we'll just do
normal for them. You can see what this has
done is it's given us lots of different cuts of the sample. Or a play ahead. Chase and speed, pops and clicks that
have free slicer. We need to really adjust
each one as we go through. Give it an attack into k. It doesn't pop up,
click quite so much. But that is essentially what
we can do with fruit slicer. Just quickly cut sounds up. I would recommend
using a slice x and we've got to
look at that next.
25. Slice X Overview: Alright, so as you
can see, slice x, there's a lot more features
going on with this. Some of this should look
familiar by now that, that bottom section
there. Absolutely. It looks like Edison. It works a lot like it as well. The top we've got
our ADSR envelope, so we've got things like a cup, which has got to be a filter, lots of different
things we can do. So let me just go over this license system and
how it really works. Firstly, we need
something to go in it. We'll just take this road
sample right up the top. We've got the slice x. If they said actually
it's main controls, also some of its modulation. So the first three sliders here is gonna be
our master volume. And we've got a master
volume or randomizer, which is kind of useful. And then we've got the LFO AML, as well as the master pitch. Think that an XY
modulation control, which we can link
to other parameters and we can modulate that so it can manipulate multiple
things at once. That we have a smooth
setting for that. Because if we do
something really quickly, it just basically stops any quick actions happening that might cause
an issue that just smooths out that automation. We've then got this
layering here. So we can have two
decks and slice x. We got two parts that
we can slice together in different ways or have
different effects going on. And we have something
called same deck crossfade for the layering or In Conversation
velocity maps or x, y max. So we can switch, switch
between the left, the AutoDock been switched
off means anytime we do some editing is automatically going to land of the Piano Roll. Remember the slice that we
had to tell it to do it? Does that automatically
for we can disable it if we don't
want that to happen, we want to build up
our own pattern. Kv input means we
can use a keyboard. Typing shortcuts depends on whether or not you
want this on or off. The thallus side of this is it means if you have this selected, certain functions will affect slice x naught, I felt Juliet. Lastly, just under slice x, we've got some different views. We can really narrow it down
to what we're gonna see. It's literally just
a step sequencer. We can have it so we
can see everything. The next area we've got
the Region settings. Remember is the sampler right at the start,
we've got this cut. So we will cut the same sample
or we can let others play, or one sample can
cut away another. We've got amplitude
filter speed, and we've got articulations
for all of these. And then we've got the
articulated at next to it, which we can set
certain parameters for. Lick them to things like the filter and different
articulations. We've then got this area here
which is ADSR and the ADSL, it works a lot like
the fpc one here. You can see it's automatically linked to a whole
bunch of things. We've got an ADSR
for Pan LFO volume. We can just select
which ones we want to operate on, how
they're going to work. So if we choose pan, we can have it in a village or an LFO or velocity trigger which use volume.
We can do the same. We choose the resonance, we can again do
the savings shoes, how that's gonna
perform below here. This is pretty much Edison
built into slice x. And lastly, we've got a step sequencer keyboard
system going off. Hit. Next video. We're going to load
some sample was cut them up assignment, and we'll have a look at some of the features inside the slice x.
26. Slice X Articulators and Filters: So for editing, slicing, we can pretty much go back
to the Edison videos. So we can click and
drag and we've got the same Zoom
functionality as well. We can zoom in with
this crossing points. We can add extra
points in as well. We really need, and here's like this marker option here
we can add a marker, will just name this one too, as you can see this now as a
marker and a slice marker. And each time we do that, there is here at the bottom. We've now got two slices. Because we can zoom in and
be super precise as well. We can go right in and find the 0 crossing or as
close as where it's not going to damaging to having that sample
cut that we just choose wherever we want
to be with DoubleClick, just gonna get us
right on that point. We can just add another
marker is called a three. Now you see we've
got three slices. We can take this
right from the start. We can make use of the fade-in and the click if you liked, it's gonna be a bit
extreme in this case, but this is a really, really different
fields that were just command Z to undo it straightaway because
we've got that keyboard input set
up there as well. This one they'll
trigger as notes. The keyboard grabbing
the pattern. Is that named with the
boot given in there. So if it was kick snare, hi-hat, you could name
them accordingly as well. Let's now have a look at the articulation
and the fact that each individual slices sample here can have its
own ADSR setting, which is really, really powerful for looking up at the
gray section here, you see where it says
region and sayings we've got the names that
we were given. These owes to take
number three here, which is actually
triggering the first set. Now, this can have it own ADSR. So if I was to choose a volume here currently set to envelope, I remember like the
other ones we can right-click and add new points in that we can give it
its own distinct emulate. Make sure it's activated. Now that would be
called articulated one look so before
region three here, because it's the one we chose. Region three here is down here, It's tucked. It articulated one. We've got a volume envelope set. That's how that's
before we for us. We could also go pan, choose LFO, switch the LFO on. The LFO is going to pan left
and right for us based on, based on the speed. Now, side-to-side, it's
really up that speed. That like roads wobbles, site-to-site feel
really cool right now. Right now that's going to affect all of the other samples. If we go here and choose the but-for sit with the articular is here is still set to one. Set them all to two, which is still blank. And now the first one
will trigger with that stereo panning
and evaulate effect. But the second one,
just play out, right? We can use those articulators
and where it's going to affect every single
individual thing. Because we've got four, because we've got four different
areas that we can set. We can set different
articulators. So this goes to
articulate a three. Now, we're going to set
the cutoff to violate. This is gonna be the
filter cutoff here. What we're gonna
do, we're gonna go filter here on region for, was that to us circulator three. And now that will
experience a cut-off. Now we need to have the
filter engaged in a moment. It says off, would you say
to one here and there where we trigger it
filters that sound, but it doesn't filter first one because it's not
set to the articulator. We can vary this up if we
now look at the one that was just labeled as tempo, the original sample, this head. That's all articulated one, but we can now have
it go to articulate a three and get filtered and have the panning
effects as well. We can really set
this up as much as we want a mix them up per sample. Really, really powerful using this articulators
in the filters.
27. Slice X Layers: Now let's have a look at
somebody we can do with the layers and the decks. So I'm just gonna
make this reset will bring in the same
sample to both decks. Changed debt overhang,
the Edison style, as I said, we can
switch the deck B. We see it switches the moment. We've now got the same
sample on both sides. What we're going to do is rename the region
here on deck B, and we're gonna call it B just so we know what
we're looking at. Obviously, you can
name it anything you like in a region settings. Now, we've got
decade, decade Bay, and I've got the two
regions in there so I can choose what they're
going to deck B, I am going to choose
cutoff envelope, so it always has a filter
cutoff working on deck be much darker version,
the brain both. So they start right
at the start of the sample deck set for the, for the articulators too. So it's not being
affected by that cutoff. At the moment. What we do, both sounds trigger. That's because of the
layering up here. It says layering all. It's always gonna layer
the two sounds together. We can do gain compensated, blend them a little bit better depending on what
we're looking for, what we can do for
velocity mass meeting one velocity will
trigger one deck and a higher velocity will trigger
the other four we're gonna make yourself is the modulation. Modulation map is linked to x. What we can do is each
time it triggers, it's going to play from
a different layer.
28. Random And Cycle Layers: So here's an example of
something we can do with a drum brake and making
use of the layering. Firstly, we just
got to cut the end off of this drum brakes or
highlight the whole thing. Cut it away. We just need a really a small
sections below this. We're just going to cut
this down even further. We've just got a few hits it. When they use the auto slice, we just immediate
volts, so slice it, we've got the same hips. Now. What we need to do is assign all of
these the same note. Just going to highlight
all of them here. If we go into the region,
the selector here, we're going to assign
all to C5, C5, and they'll triggers all of these individual heads in here. We're just going to put
all of these on C5. We've just got the same hit happening over and
over again here. Now if we set our layering
to random and we make sure the crossfade set to none
and the same deck is active. We can get this effect. It's useful for creating really randomly chops and jumps out. But we can also make use of
something like this cycle. We make these two notes
a little bit longer. We can play any pattern that
we like, quantize wise. And it will always trigger the
next note in the sequence. Most of the other one allowed
us to be quite random. We can make really quick random mix up two
using the layering. Got lots of percussion sounds, or you've saved maybe got four or five different
little percussion hits. We could use this
to make that occur. So we've got these two in here. I believe that's cut away everything else
and just have it randomly go between
those two sounds. Just cut this away.
We'll cut these away. Cut away at the end. So now we very simply creating that
mixed up rhythm. We can just cycle. Sometimes sink. Really useful for
that sort of thing. And that's just one of the ways you can make
use of layering. But now you've got an
idea of how it works. Be creative, and create your
own crazy things with it.