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Posts posted by DDRKirby(ISQ)
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no, it's something to do with the clip portion of the playlist window. It's because right now my FL version is "funky" but that will soon be fixed once I get to college. (b-_-)b
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I believe the red lines you are referring to are loop points.
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mp3 is here in case you run into that problem.
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Just in case any of you forgot the power that is FIFTEEN 3xOSC's:
http://download.yousendit.com/7DE237DF40710828
WARNING: if you get "access violation" close the playlist window immediately. dunno why this happened.
...i guess you could put this down as an entry, lolz.
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i don't think source tune was the issue.
or, it wasn't for me.
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aiyah...now when i don't end up submitting anything i'll feel worse.
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OMG yes! I have Controller and Frost Touch already, thxthxthx.
*downloads hungrily*
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another suggestion: EQ the instrument perfectly for one note, then export that as a sample, then use that sample with no EQ for all of the notes.
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Because it's something you have to purchase separately, just like Wasp.
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ok so i don't know this compo well, what specificially can't you use in the first rule?
can you use FL Keys? 3xOSC? BooBass?
FL Keys is okay, BooBass is fine.
3xOsc is pretty much a necessity, lol.
RocketSniper's list is pretty much accurate. The only things you really have to worry about is no external samples, no sytrus, no wasp, and no soundfonts.
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So yeah. Can't use samples from the game, but can create original music. Basically, everything's got to originate from fruity loops or the sample pack.
Yeah, that would have been cool and I could have ripped the sounds and included them in the pack, but it didn't really occur to me at the time. oh well.
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I'm not sure where the delay effect is coming from. It happens even when there is no slicer involved? It happens when that's the first thing you do, on a blank project? Because that's weird.
I can explain your second question better, maybe. When you created the speech sample and specified a "rate", you were entering a BPM at which you want the speech synth to talk--but it doesn't correspond to one word per beat or anything--ex, when i was testing, "hello" took one beat but "a" was considerably shorter.
The slicer takes the raw waveform output of the speech synth and tries to make sense of it. Given that the slicer was designed with mainly drum loops in mind, plus the fact that the speech sample is irregular, it has no way of determining what the original BPM you wanted was.
What's the solution? Well you're probably going to have to fiddle around with the BPM/beats numbers, as well as the Fit length slider (the one above the "Fill" in "fill gaps"). How you do it depends largely on what you're trying to do in the end.
More importantly, I'd recommend switching the Stretch mode (the four buttons labeled A-D) to the A or B mode, since that seems to be much better adapted to speech samples.
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cool. make sure you process them and make them sound all neat and phat--they're not completely dry but I didn't go through that really thoroughly when i threw them together.
as for the possibility of receiving an entry from me, well, it hinges upon me sitting down for a day and happening to get something good going. if that doesn't happen in the next week, i'm out.
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Also, yay a good drum loop.
really? which one would that be?
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Make sure the included demo songs actually play properly--if not you have a problem with your setup (increase your buffer size maybe?).
if they =do= play alright, well, then look at those.
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like, one week, eh?
hmmmmmm....
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neat! *thumbs up*
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whoa i just found an awesome way to do it. It's pretty much the same way as before, but way more accurate. go to options and set the PPQ up as high as it goes. It makes more ticks per measure.
oh. that would explain the discrepancy. neat.
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nice, yes that's what I was talking about. I guess its 24 units to each step, not 96--my mistake. (i was on FL5, that may have caused it)
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couldn't you just double-click the notes individually and edit the start time of each so that they divide the beat into approximately 5 segments?
96 / 5 = 19.2, thus the first note is at x:xx:00, then x:xx:19, x:xx:38, etc.
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not required, but can prove helpful. especially when something is being played live, what "makes sense" is often correct.
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transcription can be satisfying, but tough work, especially for the perfectionists among us.
i have some degree of perfect pitch, and it helps oodles, but chords and whatnot still get me all the time. and sometimes i have to crank up the volume to hear "wtf -is- that note" and later i discover that i really shouldn't have been playing it that loud at all. whoops.
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so the synth has envelopes but not LFO controls built-in?
hmmm...you might just have to use automation to automate whatever parameter you want to modulate. sounds tedious but it's actually not that bad--in fact you can use the formula controller or the peak controller (which has a built in LFO) and the Last Tweaked parameter->"Link to controller" function and you should get the desired effect.
i know nothing in regards to your other question.
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Yeah, but it's not just some generic chorus sample that sounds similar. It's the exact track used in FF7.
meaning they'd have to have found some way to rip the sound...are you asking how you'd do that? im not an expert on psf files so I wouldn't know. I know that it's quite possible for nes/snes/etc but again, i'm not sure how the sequencing for psf's goes so i wouldn't know.
someone's probably found a way, though.
I just realized you can download in FPC in FL studio
in Music Composition & Production
Posted
sorry, i was in a bit of a rush to make that post.
loop points, well, let you loop all or a certain part of a sample.
For ex if you have a sample of a violin, you can use this to sustain the note however long you want, like this:
without looping:
attack portion of sound->sustain portion->decay portion of sound
with looping:
attack portion of sound->sustain portion of sound gets REPEATED until note is over->decay portion of sound
you can also create a "ping-pong loop" (exactly what it sounds like, the playback position goes back and forth rather than always forward), and there's even a more advanced feature called Crossfade Loop (labeled "CRF") that you can use to smooth loop playback in some manner.
If you want to disable looping for a certain sample, just turn off the "Use Loop Points" button.
If you want to add loop points to samples that don't have them already, you can right click the sample and Edit it, which opens up Edison, FL's built-in sample editor. I don't use Edison much, but IIRC all you have to do to set up the loop is click and drag to select the looped region, then right click->regions->set loop (or hit alt+L). Then you re-export the sample under a different filename and use that. There's more advanced features and ways of doing it, of course...
If any part of that wasn't clear, go to your FL help file and look for the following topics:
-Channel Sampler
-Edison - Main Interface
-Edison - Loop Tuning Tool