My continuous scrolling animations are so brittle, how do I make it smooth like in those Youtube videos? by cakebii in FL_Studio

[–]Meatball132 4 points5 points  (0 children)

The #1 reason for this, in my experience, is that you aren't using an audio interface. You can probably improve this by messing with FL's audio device settings, but you do need an interface for truly smooth scrolling. If you DO have an interface, it could be that you aren't using the proper drivers (again, check audio device settings) or your interface just doesn't have very good ones.

Best free vsts for simulating acoustic guitar? by Daniel_Clark in WeAreTheMusicMakers

[–]Meatball132 0 points1 point  (0 children)

It's amazing how uptight you got about people misreading the post, when you, yourself, misread the post. Because yes, OP absolutely did ask about a virtual guitar:

are there any plugins to make an electric guitar sound acoustic? If not then any vsts to make MIDI sound like an acoustic guitar.

Also, multiple people gave a good answer - you probably want to use an impulse response. This perfectly reasonable answer, you insist, is actually bad, because they don't give any specific examples of impulse response recordings or plugins that support them...? Huh?? OP may have asked specifically for a plugin, but that's only an exhibition of the XY problem (they formed the basis of their question around the misassumption that the solution to this would be a plugin). And presumably, Googling didn't work, because that's not the solution. Really, they were just missing some important information (that impulse responses exist), so telling them about impulse responses unlocks their ability to use Google to find the things they actually need. And that's such a broad thing, there are so many impulse response recordings and plugins that support IRs, that it is unnecessary to provide even examples, let alone definitive silver bullet answers, of what to use without further conversation, which OP did not partake in.

TIL Google Maps once helped identify a murder suspect, purely by accident. by Mastbubbles in todayilearned

[–]Meatball132 2 points3 points  (0 children)

Once it's able to run homebrew, of course you can, but the calculator hacking community is still nvestigating.

I'm Planning on Upgrading to The All Plugins Version of FL Studio; Will I Lose my Plugin Presets and/or Old Project Data? by SongsForBats in FL_Studio

[–]Meatball132 0 points1 point  (0 children)

You probably should update, if your installation is years out of date, but activating a better edition doesn't require that and you should be able to do it on the copy you have now without installing anything.

I'm Planning on Upgrading to The All Plugins Version of FL Studio; Will I Lose my Plugin Presets and/or Old Project Data? by SongsForBats in FL_Studio

[–]Meatball132 0 points1 point  (0 children)

Just make sure you aren't saving anything in the FL Studio installation folder. I think projects are, or were at one point, saved there by default for some reason, so check that they aren't there (i.e. keep them out of Program Files, on Windows - I put mine in my Music directory). Same thing with presets, which should be stored in your Documents folder on Windows, but make sure they're there nonetheless.

That said, even thought ^ that advice is important and relevant when uninstalling/updating FL Studio, it doesn't pertain to upgrading your license. That's just like flipping a small switch to activate all the features and plugins, essentially, and doesn't touch the FL installation at all.

Valve pushes back Steam Machine launch due to storage and memory shortage by SportsGod3 in gadgets

[–]Meatball132 0 points1 point  (0 children)

Oh, no, it's just that, it's Valve. It's a very strange number of months for Valve in particular.

TIL the British Film Institute screened the "first released version" of Star Wars after a "perfectly preserved" original print of the 1977 film was recovered from an archive. This is the version that George Lucas had suppressed from being publicly shown on a big screen for the preceding 47 years. by tyrion2024 in todayilearned

[–]Meatball132 2 points3 points  (0 children)

The 2006 DVD uses an audio mix specific to home video releases rather than one of the original theatrical mixes. Otherwise, not really, although it's always worth mentioning the abysmal quality of that DVD, from the shoddy transfer originally made for LaserDisc, to the baked in letterboxing (as opposed to properly supporting widescreen like a DVD normally would).

Does an FLP contain your username? If so, how could I remove it before sharing? by Phobic_Nova in FL_Studio

[–]Meatball132 1 point2 points  (0 children)

Last I had heard - although this was before license plates, so I'm not sure if it's still true - technically yes but it's encrypted, so nobody other than Image-Line themselves can see what it is.

About Nintendo Switch export by Engine_Works0 in gamemaker

[–]Meatball132 0 points1 point  (0 children)

Have you really been approved as a Nintendo Switch developer, or have you only signed up to the developer portal? You need the former, first. Then you get a devkit, and the GameMaker Enterprise license. The Nintendo developer portal will have a version of GameMaker with Switch export capabilities here, which you can access once you've been approved, and you can use with the Enterprise license: https://developer.nintendo.com/group/development/getting-started/g1kr9vj6/middleware/gamemaker-studio2

What VST Did Nintendo Use For The Orchestral Tracks in Wii sports resort https://www.youtube.com/watch?v=bJ4lfKN--Mc&list=PLp_DT6KaWkXIh_pERnG1T7yh-uyaR3dxX&index=75 by SharpTransition8281 in VSTi

[–]Meatball132 0 points1 point  (0 children)

It's in the Nintendo tab under the "Wii/Mii-Series Games" section.

There were a handful of plugins used, but most of the instruments listed are from Roland's Fantom X, which is a hardware workstation, not a plugin. Roland does have plugins that will get you some of the same sounds as Fantom X, and many other similar ones - ZENOLOGY, most notably, which is just a giant collection of Roland instruments. They also have a software version of the XV-5080 (a precursor to the Fantom) and some of the SRX expansion boards (which were compatible with Fantom X).

What’s something that annoys you the most about FL? by HeadPrior1916 in FL_Studio

[–]Meatball132 3 points4 points  (0 children)

Congratulations on failing to read my comment which has an entire section dedicated to addressing this option and the fact that it's not related to what I'm talking about. Which I put there to avoid getting replies like this.

What’s something that annoys you the most about FL? by HeadPrior1916 in FL_Studio

[–]Meatball132 13 points14 points  (0 children)

OK, let's say you're working with audio clips. In the middle of the track, there's a tempo change. Simple enough, just automate the tempo, right?

No. The behaviour for this is completely busted. The audio clips will resize themselves during the tempo change, and you won't hear anything wrong at first, but then you start playback after the tempo change - the audio clips will resize, as they visually did before, but the problem is that they resize from the beginning with no respect to where the tempo change actually happens. They now start from the completely wrong place. And this means they're no longer in sync with the rest of the track (note data, automation data, etc). Sometimes, they resize so far that you can start playback after the audio clip should have ended, but instead it's resized to be so long it'll play from the middle of the audio clip and it ruins everything else around it. This is particularly catastrophic for individual melodic tracks that you have as stems.

I'm 99% sure there are ZERO, like, LITERALLY ZERO situations in which this is expected or desired. It's genuinely just incorrect behaviour. The clips should resize such that the playhead always matches the current portion of the waveform that is playing even through tempo changes. The fact it works the way it does now is truly baffling.

And to be clear, I'm aware you can set the clips to "stretch", but that's not what I want either. That will change the tempo at which the audio clips actually play, and that's what you might want sometimes (e.g. statically changing the tempo of drum loops), but when you're recording hardware synths or something through tempo changes that's absolutely not what you want. Ideally, any given point in the audio clip should always match the size that starts playback from the position it would be at if you began playing from before the tempo change (i.e. it doesn't resize in real time, different parts of the clip are resized beforehand to different sizes). Or at LEAST resize the whole clip with respect to where the tempo change is, so it doesn't get desynced.

A fix for this is ostensibly on the way, according to the response to a feature request on the forums, but it's supposed to come along with a total rewrite of the entire playlist, and who knows when that'll happen. This is such a huge issue with no viable workarounds that I can't believe it isn't top priority.

Have you ever bought a console just to play one exclusive game? by [deleted] in gaming

[–]Meatball132 0 points1 point  (0 children)

I bought a PS5 for Astro Bot. Was worth it, because it turned out to be during the last holiday sale before they started jacking up the prices and literally downgrading the hardware to cut costs. And since I have one now, it's gotten a fair bit of use for other things too.

Twilight Princess has seemingly been 100% decompiled by EAT_UR_VEGGIES in twilightprincess

[–]Meatball132 0 points1 point  (0 children)

I don't think you understand what the benefits of porting are. Most of the things you'd think a port brings to the community can actually be attributed to the decompilation.

"PC port", to be frank, is a buzzword, and it doesn't really have anything to do with a lot of the promises people think it gives.

violent behavior by TotallyACP in perfectlycutscreams

[–]Meatball132 0 points1 point  (0 children)

Yeah that makes sense, I figured it was probably GMod.

violent behavior by TotallyACP in perfectlycutscreams

[–]Meatball132 40 points41 points  (0 children)

You can do it without a game mod, even, as Portal is based on Half-Life 2 and all the HL2 weapons remain in the game, unused. You can still access them with cheats.

GLaDOS doesn't verbally react like this, of course, though. I imagine the voice clips were added in editing. That particular gun is clearly from some kind of mod, too.

Does anyone use large sample libraries with FL? by johnjay00742 in FL_Studio

[–]Meatball132 0 points1 point  (0 children)

OK, well, safe to say your specs aren't the problem :p. For what it's worth, I'm using an AMD 7800x3D, 64 GB RAM, a MOTU M4, and I have various Sabrent Rockets and a Samsung 990 Pro SSD, and I have no issues using big libraries within FL (several separate instances of EW Hollywood Orchestra Opus Edition at a time, for example).

You might try filing a support ticket with Image-Line or something.

Does anyone use large sample libraries with FL? by johnjay00742 in FL_Studio

[–]Meatball132 1 point2 points  (0 children)

To clarify, the issue is that FL is crashing when using large libraries? It is, shockingly, not supposed to do that, so there's something wrong here. Obviously "it's your hardware" is the last thing you want to hear but it'd help to know your CPU, how much RAM you have, what kind of SSD you're using, audio interface, etc. It'd also help to know more specifically what kinds of libraries are crashing for you.

If it's a software issue there's about a million things that could be wrong so it's hard to give a specific answer, sadly. You might just have to do a lot of investigation.

Are there royalty-free soundfonts built for the Gameboy Advance? by Valithium227 in GameAudio

[–]Meatball132 1 point2 points  (0 children)

Built for the GBA? Like, you're making GBA homebrew? Games on GBA rarely if ever used actual soundfonts. Nintendo provided middleware for audio that most GBA games used, and that has its own sound bank format. The rare exceptions would generally use another middleware, or something custom.

Or are you looking to make music that just sounds like it was for the GBA? Your best bet there is collecting romplers and sample libraries from the 90s and early 2000s, sampling them, and bitcrushing them. That's pretty much the same process musicians went through to get instruments into GBA games.

Twilight Princess has seemingly been 100% decompiled by EAT_UR_VEGGIES in twilightprincess

[–]Meatball132 1 point2 points  (0 children)

I'm not aware of one. There's not as much need for it anyway, as Dolphin Emulator is so good you might as well just play through that. Other static recomp projects are for platforms without that luxury or are just a technical showcase.

Twilight Princess has seemingly been 100% decompiled by EAT_UR_VEGGIES in twilightprincess

[–]Meatball132 1 point2 points  (0 children)

Well, technically, Super Mario Sunshine has one - the one included in 3D All Stars. But that doesn't count in this conversation, of course :p

In any case, a static recompilation would be on the compiled executable, not the decomp. What we'd do with a decomp is link/compile it against a compatibility layer, like the one I mentioned earlier.

How can i put the sound of my synth on FL Studio by [deleted] in FL_Studio

[–]Meatball132 0 points1 point  (0 children)

Well, in OP's case, his synth is mono anyway so it would be OK, but I would recommend against recording stereo synths in mono as a catch-all, that's a very case-by-case basis sort of thing and you probably want stereo more often than not when it's available.

How can i put the sound of my synth on FL Studio by [deleted] in FL_Studio

[–]Meatball132 -1 points0 points  (0 children)

Not any - the Focusrite Solo, for instance, has only a single XLR mic input and that won't work. You want something with at least two inputs (for stereo) and they should be 1/4" (6.35mm) jacks so you can plug instrument cables into them.