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Fruity Loops Trick

Fruityloops Kick Sequencer Drums

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#1 GPBear

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Posted 06 January 2014 - 03:21 PM

You can make a kick drum track in FL, and change the BPM from 90 to like 89.9, then save it and put it over snares and hi-hats that are at 90 BPM to get a staggered feeling. I don't know if this is common knowledge but it's a simple.

#2 soulREBEL360

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Posted 06 January 2014 - 03:59 PM

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#3 orchidthegreat

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Posted 08 January 2014 - 03:22 PM

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#4 D'MosPhree

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Posted 10 January 2014 - 07:38 PM

man these gifs got me rollin' over here
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#5 James Frank.

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Posted 11 January 2014 - 07:37 AM

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#6 Constrobuz

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Posted 11 January 2014 - 06:50 PM

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#7 soulREBEL360

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Posted 12 January 2014 - 05:51 AM

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#8 Beatronome

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Posted 12 January 2014 - 07:32 AM

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#9 James Frank.

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Posted 12 January 2014 - 11:20 AM

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#10 Chason

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Posted 12 January 2014 - 02:07 PM

What the hell is OP's post? Someone enlighten me?

#11 mangoes cash

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Posted 12 January 2014 - 03:14 PM

OP?

#12 Chason

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Posted 12 January 2014 - 03:15 PM

OP?


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#13 mangoes cash

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Posted 12 January 2014 - 03:17 PM

Oh. The tip, I think is actually not bad. But I think what he is getting at is how to make those wonky beats like Fly Lo etc.
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#14 Chason

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Posted 12 January 2014 - 03:41 PM

Oh. The tip, I think is actually not bad. But I think what he is getting at is how to make those wonky beats like Fly Lo etc.


Ah, got it. Thanks.

#15 ras dude

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Posted 13 January 2014 - 05:25 PM

So he's trying to say... flam a kick n snare? Engrish muthafucka do you speaks it?

#16 Grifty-Rodriguez

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Posted 14 January 2014 - 01:44 AM

Forget this tip and play your drums live!
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#17 One Bell

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Posted 29 January 2014 - 07:28 PM

More advice that nobody asked for:
You can route the output from the Fruity Formula Controller to the project tempo. If you have the Formula Controller generating the absolute value (because what is a negative tempo?) of a sine function with low amplitude, and (beat number/2)*pi is the argument for that sine function (because I think FL Studio just thinks in 4/4 all the time, even if your patterns are 5 or 7 or 11 or however many beats long), your tempo will start slow, speed up, and slow down again over the course of a measure or so.

Not to shamelessly self promote, but here's an extreme example, where the Controller's function is Abs(Sin(SongTime()))/1.4 :

#18 whatsg00d

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Posted 01 February 2014 - 03:44 PM

Hey now I know how to program a spastic automation. Cool story bro!

#19 Cheel

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Posted 04 February 2014 - 03:45 AM

More advice that nobody asked for:
You can route the output from the Fruity Formula Controller to the project tempo. If you have the Formula Controller generating the absolute value (because what is a negative tempo?) of a sine function with low amplitude, and (beat number/2)*pi is the argument for that sine function (because I think FL Studio just thinks in 4/4 all the time, even if your patterns are 5 or 7 or 11 or however many beats long), your tempo will start slow, speed up, and slow down again over the course of a measure or so.

Not to shamelessly self promote, but here's an extreme example, where the Controller's function is Abs(Sin(SongTime()))/1.4 :


Yeah i don't really think it worked well in your track, but that's a cool trick

I've never really fucked with the formula controller, seems like you can do some bugged shit with it.

#20 One Bell

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Posted 04 February 2014 - 08:22 AM

Hey now I know how to program a spastic automation. Cool story bro!


Thanks, dude!





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