Creating Music: Difference between revisions

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Let's take a simple piece as an example:
Let's take a simple piece as an example:
[[File:Music example.png|none|thumb|Short full track built in FL studio]]
It's a full piece with an intro, loop, and outro.


First off, let's render the loop as an ogg. I'll call it looptest_loop.ogg
* You don't NEED to include the silence at the start, but it makes it easier for you to setup later.
* Make sure the export doesn't offset the time. I know FL MP3 exports adds silence at the start, which offsets your whole file. But going FL->OGG doesn't have that issue.
* Consider a fairly low bitrate since it's web audio. It comes down to how long your track is really.
* Make sure to include reverbs etc after the track end. In FL you select "leave remainder" on export.
[[File:Rendering loop.png|none|thumb|Mute all the snare fills, reverse crashes etc that go on the intro and outro.]]
Next we'll render only the intro bits. I'll call it looptest_intro.ogg
[[File:FL Intro bits.png|none|thumb|I've muted everything but the intro bits.]]
Finally we'll render only the outro bits. I'll call it looptest_outro.ogg
[[File:FL Studio outro bits.png|none|thumb|Everything muted but the outro. Make a note of the time you start the render at. I've marked to render from bar 5.]]
You'll need to make a note of when the "hit" occurs based on when you start the render. Here I start from bar 5 and the hit occurs on the second bar (relative to 5). So we'll need to make a mental note that the hit occurs at bar #2. This is a bit confusing since bars start counting at 1, whereas you'd normally start from 0.
Anyhow, we can now plug our stuff into the audio asset in the modtools.





Revision as of 21:13, 24 October 2023

Music in FQ is a bit complicated since it tries to do smart transitions. What you'll need is:

  1. An intro bit
  2. A loop
  3. An outro bit

Let's take a simple piece as an example:

Short full track built in FL studio

It's a full piece with an intro, loop, and outro.

First off, let's render the loop as an ogg. I'll call it looptest_loop.ogg

  • You don't NEED to include the silence at the start, but it makes it easier for you to setup later.
  • Make sure the export doesn't offset the time. I know FL MP3 exports adds silence at the start, which offsets your whole file. But going FL->OGG doesn't have that issue.
  • Consider a fairly low bitrate since it's web audio. It comes down to how long your track is really.
  • Make sure to include reverbs etc after the track end. In FL you select "leave remainder" on export.
Mute all the snare fills, reverse crashes etc that go on the intro and outro.

Next we'll render only the intro bits. I'll call it looptest_intro.ogg

I've muted everything but the intro bits.

Finally we'll render only the outro bits. I'll call it looptest_outro.ogg

Everything muted but the outro. Make a note of the time you start the render at. I've marked to render from bar 5.

You'll need to make a note of when the "hit" occurs based on when you start the render. Here I start from bar 5 and the hit occurs on the second bar (relative to 5). So we'll need to make a mental note that the hit occurs at bar #2. This is a bit confusing since bars start counting at 1, whereas you'd normally start from 0.

Anyhow, we can now plug our stuff into the audio asset in the modtools.


Caveats

  • Your intro must not start after your loop.
  • Your loop must be longer than your intro and outro combined.
  • Absolute maximum BPM is 300.