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CHANNEL SETTINGS
Sampler Channel Settings (SMP) add.php электронная доска объявлений
The Sampler Channel Settings page holds properties specific for
the Sampler generator. It also appears in plugin generators that
support custom shapes for their oscillators. In such case, only the
sample bank is visible in this tab.
NOTE: Disabled options - You may notice that
some of the options in your Sampler Channels are disabled
(greyed out), however that you can still toggle
the switches on/off. This is to improve workflow when trying out
different samples in the same Sampler Channel, so that if a
selected option becomes possible it will be automatically
activated. For example, you can turn Keep on Disk
on for even a sample that can't be streamed from disk due to its
format, so if you do load a sample with the correct format, it will
be automatically streamed from disk.
1. Sample Bank
The sample bank contains the wave that Sampler uses for
synthesis. Left-click the button on the left side to browse a
sample or SimSynth/DrumSynth preset for the sample bank.
The Open dialog has been enhanced with Favorites section. The combo box on the
right side displays the name of the currently selected sample. If
you left-click it, a history list with recently opened samples
shows.
2. Wave
Contains general wave handling routines.
- Keep on Disk - Turn this option on to conserve
memory by playing the sample directly from your hard disk
(streaming) rather than loading it into memory.
Notes: Streaming too many samples from disk may
overwhelm the transfer capacity of your drive and cause clicks and
stutters, so use this option with some thought to the total number
of samples you are streaming. This option also requires the sample
to be of 44100 kHz 16 bit Stereo format, if not, the option will be
unavailable and greyed-out. 'Keep on disk' further precludes the
use of precalculated effects (4), because they need to be applied as a
whole-wave calculation, this can't be performed if the sample is
not in memory. Finally, the Sample View window (6) will be blank when 'Keep on disk' is
selected.
- Resample - If your sample is not at 44100 kHz
16 bit Stereo format, resampling with this option results in higher
quality output. It is not recommended to turn this
on for looped samples. Since all loop points are sample aligned,
resampling may cause "clicks". Note: - While this
option improves the real-time playback, it requires additional CPU
and memory (resampled waves are bigger). Alternatively, if you use
hermite curve interpolation or better in your
audio or export settings, the quality of
non-resampled waves won't be degraded.
- Load regions - When selected, load the
regions/slices markers available in some wave samples and in the
ZGR / REX loop files. If the loaded sample
contains any regions/slices data, this option will be available
(label won't be grayed out). Regions/slices are used during time
stretching for more accurate sample processing (see below).
- Load ACID markers - When selected, load ACID
beat markers for the sample if available.
3. Loop
Contains options concerning sample looping.
- Use Loop Points - If the sample contains loop
points (this is visible in the Sample view described below), you
can check this option to make the sample loop. It will start
playing from the beginning, then when it reaches the loop end
point, it will "jump" back to the first loop point, thus creating
sound with unlimited length, useful for instruments like strings,
organs etc.
- Ping Pong Loop - This effect will take the
wave between the loop markers and insert it reversed right before
the loop end marker. The audible effect is like sample "ping-pongs"
between the start and end loop points, instead of just jumping back
to the start loop point.
4. Time stretching
Time stretching pre-process samples and adjusts them to the
tempo of your project. FL Studio's time stretching algorithms can
preserve pitch, however they are not realtime processes. They are
computed outside the live playback engine using CPU intensive
algorithms that allow higher quality results. The exception to this
is the ‘resample’ stretching option that does not preserve pitch,
and is very light on processor resources. As the time-stretching
algorithms adjust the sample to match the base tempo of the project
you will be prompted to process all samples for the new setting
when you change the project tempo. Dynamic tempo changes during the
song (tempo automation) can't be compensated for, so re-sampling is
used to keep the time-stretched samples in sync.
To disable time stretching for the sample, turn the
Time knob maximum to left (set to 0). This is the
default mode which won't use resampling during dynamic tempo
changes to preserve sync.
- Pitch Shift (PITCH) - Allows you to shift the
sample pitch while preserving its length. Since this kind of
processing is not possible if the stretching method selected is
"resample", the method is automatically changed to "auto" after
tweaking this knob.
- Time Multiplicator (MUL) - Use this knob as a
modificator to the sample length. Using the multiplicator you can
quickly, for example, stretch the sample to twice its length
without the need to modify the Time setting.
- Time Stretch (TIME) - This parameter sets the
sample length (sample "time") using tempo-based measures (bars,
steps etc.), so that you can link the sample with the base project
tempo. While adjusting the knob you can see the assigned time value
in the hint bar, as well as the
computed "actual" tempo FL Studio gets for the sample tempo
according to the set length. If the tempo is too high or too low,
you'll see a note "unrealistic tempo" shown instead.
Right-click menu: the right click menu for this
parameter shows some handy presets & the autodetect command
which makes an attempt to autodetect the tempo of the sample (the
results may vary depending on the source material).
NOTE: Audio clips
will adjust the Time property accordingly when stretched;
- Stretch Method (combo box) - Selects the time
stretch method. Several of the methods feature the high-quality
ZPlane Elastique engine which performs the processing as a
precalculated effect as needed. Resample is the
most basic stretching method and it doesn't preserve pitch (note
that some Sampler Plugins change that, for ex. Granulizer). This is the only
method which is applied at runtime during playback, so it responds
to dynamic tempo changes. Elastique (drums) is a
transients aware algorithm which is best suited for time-stretching
drum loops. Elastique (tonal) is best used with
vocals and complex audio material (such as full songs).
Elastique (slices) auto-slices the source sample
(if it has no loaded slices) and stretches it using the same
algorithm found in the Fruity
Slicer plugin. Slice map also performs the
auto-slice step (if no slices are loaded from the sample) but it
plays the sample without creating transitions to "stitch" the
individual slices. This method is best used on some drum loops.
Auto performs an automatic selection of one of the
methods covered here as follows: if the sample has no loaded
slices/regions: elastique (drums) is used; if there are regions,
and the stretch is moderate or extreme: elastique (slices) is used;
if there are regions loaded, and the stretch is minor: slice map is
used.
5. Precomputed effects
This is a set of effects and processing routines for the sample
loaded in the sample bank. None of them requires additional CPU
power to play your song, because they are all applied precomputed -
FL Studio processes the sample and then it loads it in the memory
with all effects already applied. However, this fact makes the
automation of those effects impossible (see Automation). Also, applying them to streamed
samples (when the Keep on Disk option is turned
on) will cause the entire sample to be loaded in RAM (which is not
desired for long samples).
- Remove DC Offset - Removes any DC offset in
the loaded sample.
- Reverse Polarity - "Flips" the waveform
vertically.
- Normalize - Maximizes the sample volume
without clipping.
- Fade Stereo - Creates a stereo fade from the
left to the right channel of the sample.
- Reverse - Reverses the sample.
- Swap Stereo - Switches left and right channel
of the loaded sample.
- Fade In (IN) - Applies a quick fade in to the
sample (turn maximum to left to disable).
- Fade Out (OUT) - Applies a quick fade out to
the sample (turn maximum to left to disable).
- Pitch bend (POGO) - Applies pitch bend to the
sample. Useful with drum samples.
- Crossfade Loop (CRF) - Allows you to crossfade
the sample for the creation of smooth loop sections (turn maximum
to left to disable).
- Trim Threshold (TRIM) - FL Studio trims the
silence in the end of the samples, as this frees up RAM and does
not alter the resulting sound. This control allows you to raise the
volume threshold below which FL Studio detects "silence". Using
this control you can allow FL Studio to filter very quite noise in
your sample, or set the threshold to zero to filter only pure
"mathematical" silence.
6. Sample View
The sample view displays the loaded sample (with all precomputed
effects applied). It also shows the loop points and region
locations, if such exist (loop points and regions can be set by
using an external wave editor). The first vertical red line is the
loop start point; the second one is the loop end point.
Left-clicking the sample view previews the sample (if time
stretching is enabled, the preview is tempo synchronized).
Right-clicking it shows a menu with additional channel settings and
commands. It contains exactly the same entries as the menu you can
call by clicking the button at the top left corner of the Channel Settings window.
7. SimSynth Preset
This panel appears only when a SimSynth preset is used to fill the
sample bank.
Enable the Use Riff option if you want to
generate the whole riff in the preset (this option is disabled if
the preset you used does not contain riff data). The
Tempo knob lets you set the tempo of the generated
riff.
8. DrumSynth Preset
This panel appears only when a DrumSynth preset is used to fill the
sample bank. They are few parameters that define the generated
sound and they are identical to the same options in DrumSynth
standalone.
- Tone (TONE) - Sets the loudness of the sine
oscillator in DrumSynth.
- Overtone (OVER) - Sets the loudness of the
second oscillator in DrumSynth.
- Noise (NOISE) - Sets the amount of white noise
added to the sample.
- Noise Band (BAND) - Sets the loudness of noise
band generator in DrumSynth.
- Time (TIME) - Sets the length of the generated
sample.
9. Legacy Precomputed Effects
This panel contains old deprecated precalculation effects. It is
visible only if you select Show Legacy Precomputed
Effects in your General
Settings and it is included for compatibility with projects
created in earlier releases of the product.
It is recommended not to use these effects with new
projects.
- Amplify (AMP) - Use this effect to distort
your sample or to amplify low volume samples.
- Boost (FX1) - This effect is useful for
boosting up & overdriving your sample.
- Sine FX - Applies a sine modulation to the
sample. The first knob controls the amount of modulation; the
second one controls the sine frequency.
- Cutoff & Resonance (CUT & RES) -
Applies a low pass cutoff and
resonance filter (for a real-time automated cutoff and
resonance filter, see Instrument
Channel Settings).
- Reverb - Use this effect to add "smooth"
echoes to your sample. You have two different modes of reverb
available - A & B. The knob controls the amount of reverb
applied to the sound. This effect may extend your sample at the end
to fit the whole reverb (it is recommended that you use the
real-time reverb effect included with FL Studio - Fruity
Reeverb, see Effects).
- Stereo Delay (S.DEL) - This effect applies a
short delay between the left and the right side of the sample,
which creates a pseudo stereo effect. Turning the knob to right
slides the left channel forward, while turning it left slides the
right channel forward. Note that it is recommended not to use that
effect on looped samples. Since all loop points are sample aligned,
sliding either channel may cause clicks.
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