Examples — FL Studio¶
Concrete recipes. Rebuild rather than copy.
1. Sidechain "pumping" bass¶
The hallmark of house, future bass, and a thousand pop drops. Bass ducks every kick.
Setup:
Channel: Kick → Mixer Insert 1 ("Kick")
Channel: Bass → Mixer Insert 2 ("Bass")
In Mixer Insert 2 (Bass):
Effect slot 1: Fruity Limiter
- Click "COMP" tab
- Sidechain input: right-click input level → "Sidechain to this track from..." → pick Kick (Insert 1)
- Threshold: -18 dB
- Ratio: 4:1
- Attack: 1 ms
- Release: 100 ms
- Aim for ~6 dB GR on each kick hit
Hit play. Bass ducks rhythmically with the kick. Adjust release to taste —
shorter = punchier, longer = smoother.
Alternative method: Fruity Peak Controller routes a signal to any parameter. Even more flexible (sidechain filter cutoff, reverb wet, etc.) but more setup.
2. Lead synth — saw layered with sub¶
Channel 1: 3xOsc
Osc 1: Saw, Coarse 0
Osc 2: Saw, Coarse 0, Fine +7 cents (slight detune for width)
Osc 3: Saw, Coarse 0, Fine -7 cents
Filter: LP, cutoff 70%, resonance 20%
Envelope (Volume): A 5ms, D 100ms, S 80%, R 200ms
Channel 2: 3xOsc
Osc 1: Sine, Coarse -12 (one octave down for sub)
Osc 2: off, Osc 3: off
Volume = ~50% of Channel 1
Both routed to same Mixer track ("Lead").
Mixer: Lead track effects:
1. Fruity Parametric EQ 2 — high-pass at 100 Hz; small bump at 4 kHz for presence
2. Fruity Reverb 2 — small room, mix 15%
3. Fruity Delay 3 — 1/8th note, mix 10%, feedback 30%
A simple 2-layer lead instantly bigger than a single instance. Add a third layer (noise / white-noise burst at attack) for percussive presence.
3. Vocal chain (modern pop)¶
Mixer Insert: Vocal Lead
Effects (in order, top to bottom):
1. Fruity Parametric EQ 2
- HP at 100 Hz (steeper than default — 24 dB/oct)
- Cut 250 Hz by -3 dB (mud)
- Small notch at 3 kHz if harsh on this voice
2. Fruity De-esser (or third-party FabFilter Pro-DS) — center 6–8 kHz, ~3–4 dB GR on sibilance
3. Fruity Compressor (first stage)
- Ratio 3:1, Attack 5 ms, Release 80 ms
- Threshold to give 4–6 dB GR on loudest words
4. Fruity Compressor (second stage) — slower
- Ratio 2:1, Attack 30 ms, Release 200 ms
- Threshold to give 2 dB GR (catches occasional peaks)
5. Fruity Parametric EQ 2 (additive)
- +3 dB shelf at 8 kHz ("air")
- +1 dB shelf at 200 Hz (warmth — cautious)
6. Sends:
- Send 1 → Plate Reverb bus (-12 dB)
- Send 2 → 1/8 Slap Delay bus (-15 dB)
Two compressors stacked is far smoother than one heavy one.
4. Drum bus glue¶
Routing:
Kick → Insert 1
Snare → Insert 2
Claps → Insert 3
Hats → Insert 4
Percussion → Insert 5
All five route to → Insert 10 ("Drum Bus")
Drum Bus effects:
1. Fruity Compressor (bus glue)
- Ratio 1.5:1, Attack 30 ms, Release auto
- Threshold for 1–2 dB GR on the loudest hits
2. Fruity Parametric EQ 2
- High shelf +1 dB at 10 kHz (sparkle)
3. Fruity Stereo Enhancer
- Slight stereo widening (only above 200 Hz to keep low end mono)
Don't over-process the drum bus. Glue compression should be felt, not heard.
5. Sound design — pluck patch in 3xOsc¶
A staple of house/EDM:
Channel: 3xOsc
Osc 1: Saw, Coarse 0
Osc 2: Saw, Coarse +12 (octave up), Volume -3 dB
Osc 3: Square, Coarse 0, Volume -6 dB
Volume Envelope: A 1 ms, D 200 ms, S 0%, R 100 ms (zero sustain = pluck)
Filter: LP, cutoff 50%, resonance 15%
Filter Envelope: A 1 ms, D 100 ms, S 0%, R 100 ms (filter closes after pluck)
Effects:
1. Fruity Reverb 2 — large hall, mix 25%
2. Fruity Delay 3 — 1/4 note ping-pong, feedback 40%
Play 8th-note arpeggios on a minor chord and you've got a future-bass pluck.
6. Filter sweep automation (build to drop)¶
1. Channel "Lead Synth" routed to Mixer Insert 4.
2. On Insert 4, add Fruity Parametric EQ 2.
3. Right-click EQ band 5 frequency knob → "Create automation clip".
4. In Playlist: the automation clip appears as a new lane.
5. Edit the curve:
- Bar 16 (start of build): frequency 200 Hz (heavily LP'd)
- Bar 24 (drop): frequency 22 kHz (fully open)
- Curve type: exponential (right-click handle → tension)
6. Add a riser sample on top during the build for extra hype.
The "filter open" sound is in 80% of EDM drops. Master it once, use forever.
7. A 4-pattern song skeleton¶
Pattern 1: Drums-verse (sparse kick, no claps)
Pattern 2: Drums-chorus (full kick + clap + hat fills)
Pattern 3: Bass (4-bar riff)
Pattern 4: Chords (4-bar progression)
Pattern 5: Lead melody (chorus only, 4 bars)
Pattern 6: Drum fill (1 bar before each chorus)
Playlist arrangement:
Bar: 1 5 9 13 17 21 25 29 33 37 41 45
|Intro|Verse|PreCh|Chor|Verse|PreCh|Chor|Bridge|Chor|Out|
Drums (P1/P2/P6):
Intro: silence
Verse: P1 x 2 bars
PreCh: P1 x 2 bars + P6 fill at end
Chorus: P2 x 8 bars
...
Bass (P3):
Intro: silence
Verse: P3
PreCh: P3
Chorus: P3 (but transposed up an octave for energy)
Chords (P4):
Throughout (or sparsely in bridge)
Lead (P5):
Chorus only (and bridge with octave variation)
Same skeleton serves house, pop, R&B, hip-hop. Genre comes from instrument choice and tempo, not arrangement.
8. Exporting stems for collaboration¶
File > Export > WAV file
Tail: ON (let reverbs ring out)
Disable maximum polyphony: OFF (let it polyphonize properly)
Save as separate tracks: ON (creates one WAV per Mixer track)
Sample rate: 44.1 kHz
Bit depth: 24-bit
Save into: ./stems/<song-name>/
Result: a folder with one WAV per non-empty mixer track, all aligned to project start.
A collaborator can drop them into any DAW and rebuild the mix from scratch.