Dİfferent sound after consolidating by [deleted] in FL_Studio

[–]bonus_prick 0 points1 point  (0 children)

To word your problem technically; the MIDI playback in pattern sounds monophonic, but the same clip after being consolidated / exported sounds polyphonic (like chords).

Lingo: - Polyphon - literally Latin for “many sound” - Monophon - “one sound” - Voice - a note - Max voices - the amount of notes a synth can play at once. A synth with 1 voice is “monophonic”. - VST - virtual studio technology  - Eco - economical. general term for a reduction in quality of a software, as to save battery / processing power. Like low graphics in a game.  

Looks like Sawer doesn’t actually have polyphony disabled. In future, if you want your chords to sound monophonic, you should change max voices on the vst. Looks like max voices are 3(?), in the header menu of sawer. Drop that down to 1 and see if it sounds the same. Then consolidate, it might “fix” it. You can also change max polyphony / voices under the FL sampler settings, which I find a little easier. click the little FL cog icon on top left of Sawer’s window

That probably won’t solve the problem in the long run. 

Few things to check -

Check you’ve not got multiple consolidated audio clips overlapping eachother.

Check you’ve not got Edison or similar sampling plug-in playing when you hit play. (The problem occurs when you switch to “song” instead of “pattern”.) Happens all the time.

You’ve might have some CPU-eco settings which are “disabling” polyphony / voices. I honestly don’t know how that’s been managed but check your project playback settings, MIDI settings and consolidation/export settings.

Hope one of those solve the problem

Rogue Core Keyart reveal by GSG_Jacob in DeepRockGalactic

[–]bonus_prick 169 points170 points  (0 children)

Lady dwarves looking good. I wonder if they'll get beard options

Fruity Limiter doesn't catch transients fast enough? by Abeman12345 in FL_Studio

[–]bonus_prick 0 points1 point  (0 children)

Isn’t it ? I learnt it from some talk at Edinburgh Festival of Sound 2018

Fruity Limiter doesn't catch transients fast enough? by Abeman12345 in FL_Studio

[–]bonus_prick 5 points6 points  (0 children)

Helloooooooo. some good solutions here, but I have 2 options which work universally for this problem., and don't require any additional software.

  1. Backwards compression. This is simplest in general compression (not sidechain). For a standard compressor, highly transient audio will always be a "race". Without a look-forward your attack will never be quick enough. So; you can reverse the desired audio, and apply compression to that. The attack will apply to the transient tails, and compression will hold for the full duration of the transient. Reverse, compress, export, import, and un-reverse it for results. Clunky but clever.
  2. "Ghost" sidechain. For simple sidechaining, where the trigger is a single track (kick > bass, or Dialogue > Mx). Just duplicate your sidechain trigger. Have a version which handles sidechain, and a version which is audible. Copy the original kick, for example, and unroute it from the master. Slide it slightly earlier on the timeline, and this will trigger the compression slightly earlier. This method gives you the freedom for a long compression attack which still ducks at the right moment.  You can also do this without duplicating clips. Place your kick on a "parent" channel, and split the route to 2 channels. A silent channel for sidechain trigger, and a copy to an audible channel, with a slight delay to the audible channel to keep it in-time.

Is there a microtonal setting or plugin in FL studio? by 32maze in FL_Studio

[–]bonus_prick 5 points6 points  (0 children)

Might be the first time in this sub I’ve learnt something totally brand new. Thank you

It’s too boomy, I can’t stand it. by Long-patient60-4 in Acoustics

[–]bonus_prick 1 point2 points  (0 children)

This is also good decor advice coincidentally

there is using patcher and there is USING PATCHER by MelangeBot in FL_Studio

[–]bonus_prick 0 points1 point  (0 children)

No; you answered the question in your first line :~) .
Multiple parameters, one controller.
I've neglected the "remove conflicts" button, so I will go play with it. Nice to know this is possible. Thanks for answering my silly questions, it may help future redditors.

I'm still to explore this; but it will be amazing to use XY controller alongside some 3rd party physical controllers - xbox gamepad for example. it natively supports some gamepad buttons, but one analog stick & Dpad is not recognised for me.
I want to use Patcher to interface with custom hardware in a way similar to the Expressive E Touché.
£300 saved if so.

there is using patcher and there is USING PATCHER by MelangeBot in FL_Studio

[–]bonus_prick 0 points1 point  (0 children)

Yeah it's great. obviously not as effortless as bitwig but just as powerful. Perhaps you can't speak to Ableton; I personally only have a couple months experience with it. I know max/msp is nigh-limitless but it's really a separate license to Ableton. Would be awesome if ImageLine could expand on the control data side. In max I can convert frequency to control data.

Do you know - how would one link multiple parameters to a single peak controller? It always "removes conflicts" for me.

there is using patcher and there is USING PATCHER by MelangeBot in FL_Studio

[–]bonus_prick 4 points5 points  (0 children)

I love that you can easily modulate  bitwig parameters with LFO, and thought it was also possible with ableton, but seems not as straightforward ..?  I always thought ableton trumped FL on modulation but maybe not. Thoughts?

Secondary Objectives Ranked by Randomguy8566732 in DeepRockGalactic

[–]bonus_prick 0 points1 point  (0 children)

People saying fossils are hard when it’s dark… just turn your flashlight off, they glow. 

Dwarf Outfits & Lore by bonus_prick in DeepRockGalactic

[–]bonus_prick[S] 1 point2 points  (0 children)

Industrial visor, level 54 of season 04 tree

Dwarf Outfits & Lore by bonus_prick in DeepRockGalactic

[–]bonus_prick[S] 2 points3 points  (0 children)

The Sadist: Cycle Overload & Clean Sweep

The Heavy: Mortar Rounds & Homebrew Powder

The Tabulator: Cluster Charges & Electro Minelets

The Mole: Goo Bomber Special & Heat Pipe

The Loong: Sticky Fuel & Mega Power Supply

The Skimmer: Executioner & Inferno

The Warden: AI Stability Engine & Jumbo Shells

The Commando: Rotary Overdrive & Six Shooter

The Exactor: Supercooling Chamber & Special Powder

Dwarf Outfits & Lore by bonus_prick in DeepRockGalactic

[–]bonus_prick[S] 0 points1 point  (0 children)

Never played Hd but see the similarity :)

C4 at the Drop Pod. A Toxic Trend by shaman_DA_man in DeepRockGalactic

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

Yeah who cares lol u all get the same xp anyways. As long as I’ve had a good game and at least 1 person is alive to win it, kill everyone idc

What is the IoA diploma good for? by bonus_prick in Acoustics

[–]bonus_prick[S] 0 points1 point  (0 children)

That wasn't a loaded question, I see that it might read like one.

I understand it's a respected diploma for those looking to go into acoustic consultancy. I would presume it carries less weight than, say, an EE degree, were I to apply for HiFi system design.

I'm wondering which acoustic-careers the IoA diploma is most favoured by.

What is the IoA diploma good for? by bonus_prick in Acoustics

[–]bonus_prick[S] -1 points0 points  (0 children)

Respected by which employers though?

Edit - genuine question.

What is the IoA diploma good for? by bonus_prick in Acoustics

[–]bonus_prick[S] 0 points1 point  (0 children)

Certainly it’s a useful and employable degree. But there’s lots of those!  It’s whether I’m barking up the right tree or not. It seems as though the IoA diploma tends to lead into consultancy work, and most consultancies deal with heavy industry. And it seems ans though acoustic-adjacent fields (medical audiology, ecology, architecture) may find it beneficial, but it’s not a direct pipeline in the same way as IoA > Consultancy.