The FLStudio 6.1 beta looks to have great features!!!

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so ...
nobody appears to be using the 'project bones' function , to save
automation, channels, effects, mixer and scores ?...

or perhaps you just haven't mentioned it ...

i find it quite handy ...
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grymmjack wrote:hitman tell us what version you are using ok?
He's using the :idiot: version, which else would he possibly have?
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Jens, "B.t.w.: it appears I was wrong"

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normal wrote:so ...
nobody appears to be using the 'project bones' function , to save
automation, channels, effects, mixer and scores ?...

or perhaps you just haven't mentioned it ...

i find it quite handy ...
I don't use project bones much :shrug:
The highest form of knowledge is empathy, for it requires us to suspend our egos and live in another's world. It requires profound, purpose‐larger‐than‐the‐self kind of understanding.

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Hink wrote:
Jason Brian Merrill wrote:
Hink wrote:
Jason Brian Merrill wrote:thats not the only reason a host needs freeze.

okay, lets say you render the track. great. It took a few steps to do.

but now, you want to remove the vsti from the project cause it is taking up RAM or in some instances cpu power.

so, you go to delete the instrument -- but hey, now you delete all the midis that went along with it... so you have to go along and save those.

but what if you want to edit later? you have to save the preset of the vst or vsti you were using and then bring it back later.

all of this and more could be accomplished with a proper freeze. Its not a thing about blaming FL cause i have a bad old computer. Its a common feature that, when implemented properly, like in samplitude, yeilds great results.

-- and its faster than realtime ;)
I save two flps, one with rendered and that one without the pluggins, and one not rendered with the pluggins...when you render the tracks just hit ctrl n, then delete the pluggins...if changes are needed open the first one and rerender through the mixer and overwrite the track....when you open the rendered version the changes will be already done...tbh I usually make about 6 flps for a song...;)
thats an interesting workaround, but it disgusts me ;)

thanks anyway :D
I'm stunned you say that....dude no matter what I save mutiple projects in all my hosts and if I'm going to apply effects to a tracck I save the dry version....I really thought everyone did this....that's one of the benefits of digital over the old tape days.....if you want to try something and it doesn't work you're not screwed...and that disgusts you... :?: :?: :?:
once a track is completed and ready for mixing/mastering it's only logical to export to wave format so that you achieve total cpu consumption for your mix and mastering effects if you use any ... i save projects in phases ... name_sketch or name_idea, then name_alpha, then name_beta, and if i need more descriptive names it's easy to accomplish; name_alpha-guitars_done, name_beta-lead_done, etc. then you can simply look at your list of flps and have history states where you can go back and make changes. it's flexible way to work.

i think sometimes we get caught up into the 'it must always be editable' thing sometimes. i've caught myself being a slave to workflow more times than not, until my oldschool hacker voice kicks in and says 'dude, it's as good as it's going to get performance wise, just render and move on.' ... i am all for non-destructive editing and stuff, but is it really too much to do part by part and then build and build and build? waveforms are pretty flexible and the sampler /audio clips are very cpu friendly...

to me it seems a wise thing to work in steps and chunks. it's not perfect of course, but it does save headaches, and the diskspace required for storing a flp is pretty meager. :shrug:

everyone has their own way to do it, i'm not saying mine is better, just making some friendly suggestions and sharing my own experiences and epiphanies.

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Hink wrote:
Jason Brian Merrill wrote:
Hink wrote:
Jason Brian Merrill wrote:thats not the only reason a host needs freeze.

okay, lets say you render the track. great. It took a few steps to do.

but now, you want to remove the vsti from the project cause it is taking up RAM or in some instances cpu power.

so, you go to delete the instrument -- but hey, now you delete all the midis that went along with it... so you have to go along and save those.

but what if you want to edit later? you have to save the preset of the vst or vsti you were using and then bring it back later.

all of this and more could be accomplished with a proper freeze. Its not a thing about blaming FL cause i have a bad old computer. Its a common feature that, when implemented properly, like in samplitude, yeilds great results.

-- and its faster than realtime ;)
I save two flps, one with rendered and that one without the pluggins, and one not rendered with the pluggins...when you render the tracks just hit ctrl n, then delete the pluggins...if changes are needed open the first one and rerender through the mixer and overwrite the track....when you open the rendered version the changes will be already done...tbh I usually make about 6 flps for a song...;)
thats an interesting workaround, but it disgusts me ;)

thanks anyway :D
I'm stunned you say that....dude no matter what I save mutiple projects in all my hosts and if I'm going to apply effects to a tracck I save the dry version....I really thought everyone did this....that's one of the benefits of digital over the old tape days.....if you want to try something and it doesn't work you're not screwed...and that disgusts you... :?: :?: :?:
dude, please notice the smilies.

its not meant as harsh as it sounds...
Its just that to me, that workflow is counterintuitive. I dont need to try it, even having to bother with it makes me sick ;)

I like working in chunks within the same project, and i think that is what freeze accomplises.

got a BFD drum part you basically like? well, on my pc it takes 15 percent cpu. why not freeze it, and then open up trilogy for the next part? Or whatever...i would imagine to write the basics of a song you would probably have more than just drums open, but you get the point.

done with trilogy? freeze it :D

this is how i work. Not everyone will agree, as i dont agree that your idea would ever remotely fit into my workflow.
check my profile for contact info.
msn messenger is my email as well.

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grymmjack wrote:
Hink wrote:
Jason Brian Merrill wrote:
Hink wrote:
Jason Brian Merrill wrote:thats not the only reason a host needs freeze.

okay, lets say you render the track. great. It took a few steps to do.

but now, you want to remove the vsti from the project cause it is taking up RAM or in some instances cpu power.

so, you go to delete the instrument -- but hey, now you delete all the midis that went along with it... so you have to go along and save those.

but what if you want to edit later? you have to save the preset of the vst or vsti you were using and then bring it back later.

all of this and more could be accomplished with a proper freeze. Its not a thing about blaming FL cause i have a bad old computer. Its a common feature that, when implemented properly, like in samplitude, yeilds great results.

-- and its faster than realtime ;)
I save two flps, one with rendered and that one without the pluggins, and one not rendered with the pluggins...when you render the tracks just hit ctrl n, then delete the pluggins...if changes are needed open the first one and rerender through the mixer and overwrite the track....when you open the rendered version the changes will be already done...tbh I usually make about 6 flps for a song...;)
thats an interesting workaround, but it disgusts me ;)

thanks anyway :D
I'm stunned you say that....dude no matter what I save mutiple projects in all my hosts and if I'm going to apply effects to a tracck I save the dry version....I really thought everyone did this....that's one of the benefits of digital over the old tape days.....if you want to try something and it doesn't work you're not screwed...and that disgusts you... :?: :?: :?:
once a track is completed and ready for mixing/mastering it's only logical to export to wave format so that you achieve total cpu consumption for your mix and mastering effects if you use any ... i save projects in phases ... name_sketch or name_idea, then name_alpha, then name_beta, and if i need more descriptive names it's easy to accomplish; name_alpha-guitars_done, name_beta-lead_done, etc. then you can simply look at your list of flps and have history states where you can go back and make changes. it's flexible way to work.

i think sometimes we get caught up into the 'it must always be editable' thing sometimes. i've caught myself being a slave to workflow more times than not, until my oldschool hacker voice kicks in and says 'dude, it's as good as it's going to get performance wise, just render and move on.' ... i am all for non-destructive editing and stuff, but is it really too much to do part by part and then build and build and build? waveforms are pretty flexible and the sampler /audio clips are very cpu friendly...

to me it seems a wise thing to work in steps and chunks. it's not perfect of course, but it does save headaches, and the diskspace required for storing a flp is pretty meager. :shrug:

everyone has their own way to do it, i'm not saying mine is better, just making some friendly suggestions and sharing my own experiences and epiphanies.
I'm pretty much the same way....which I always thought was common...I often make temporary sub mixes for AA2.0 as well... :wink:
The highest form of knowledge is empathy, for it requires us to suspend our egos and live in another's world. It requires profound, purpose‐larger‐than‐the‐self kind of understanding.

Post

grymm, when you unclick the green light for a channel, i belive MOST vstis do not use cpu.

however, RAM hungry vstis will certainly still take up the RAM they originally had if they are not uloaded completely.
check my profile for contact info.
msn messenger is my email as well.

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Jason Brian Merrill wrote:grymm, when you unclick the green light for a channel, i belive MOST vstis do not use cpu.

however, RAM hungry vstis will certainly still take up the RAM they originally had if they are not uloaded completely.
yeah that's true about the ram. i read something recently on kvr about a developer implementing a freeze that would free the ram too, was it jorgen? i don't remember. too many freaking posts :) i can't keep up..

i'm gonna try the 6.1 beta. looks like it can be installed side by side, which is good. :)

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normal wrote:so ...
nobody appears to be using the 'project bones' function , to save
automation, channels, effects, mixer and scores ?...

or perhaps you just haven't mentioned it ...

i find it quite handy ...
I use project bones all the time. Instead of a one click freeze I think this is even better because it is more flexible.Export project bones, render the high cpu track (disc arm,ctrl+r),delete the channel.Now if I need to make a change just open the browser and drag over what you need from project bones make my changes ,rinse,repeat.

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yeah but theres not just a "channel all" bone --- like one thing you drop into the channel window that recreates the vsti, preset, mixer channel, and scores at once....
check my profile for contact info.
msn messenger is my email as well.

Post

Jason Brian Merrill wrote:grymm, when you unclick the green light for a channel, i belive MOST vstis do not use cpu.

however, RAM hungry vstis will certainly still take up the RAM they originally had if they are not uloaded completely.
According to Gol, "Muting" the generator (unclikking the green light for a channel) uses almost no CPU. However, there still IS a little usage from the generator, even when muted. The same goes for muting effects.

Also,

I know this is just a stupid workaround, but I believe that RAM can be saved by writing my soundfonts, that I use in SFZ, down in the fruity notepad, and then removing them from SFZ's memory and then muting the SFZ plug works for removing the RAM. If the soundfont (or whatever RAM intensive thing is needed again, simply refer to the notepad, and reload it.) Then again, as I said, it's just a stupid workaround. :-)

By the way, the ability to use mono audio channels will definately save resources. The 6.1 manual is a little hazy as to whether this is implemented or not. Some parts of the manual seem to say that mono loading and saving is implemented (as it mentions in the parts about the sampler), and other parts seem to indicate that there has been no change. Does anyone know what's what with this situation?

--Sean

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fxe wrote:
normal wrote:so ...
nobody appears to be using the 'project bones' function , to save
automation, channels, effects, mixer and scores ?...

or perhaps you just haven't mentioned it ...

i find it quite handy ...
I use project bones all the time. Instead of a one click freeze I think this is even better because it is more flexible.Export project bones, render the high cpu track (disc arm,ctrl+r),delete the channel.Now if I need to make a change just open the browser and drag over what you need from project bones make my changes ,rinse,repeat.
The entire project bones part of the software is REALLY dated and needs to be entirely re-worked. Even worse, it can be REALLY difficult to even figure what part is what when going through there.

Another thing that bothers me is the archiving of projects within FLS. It doesn't archive everything (think audio). This is another part of the program that needs to be reworked AFAIC.

Overall though, this program keeps getting better and better though.

--Sean

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audiojunkie wrote:
Jason Brian Merrill wrote:grymm, when you unclick the green light for a channel, i belive MOST vstis do not use cpu.

however, RAM hungry vstis will certainly still take up the RAM they originally had if they are not uloaded completely.
According to Gol, "Muting" the generator (unclikking the green light for a channel) uses almost no CPU. However, there still IS a little usage from the generator, even when muted. The same goes for muting effects.

Also,

I know this is just a stupid workaround, but I believe that RAM can be saved by writing my soundfonts, that I use in SFZ, down in the fruity notepad, and then removing them from SFZ's memory and then muting the SFZ plug works for removing the RAM. If the soundfont (or whatever RAM intensive thing is needed again, simply refer to the notepad, and reload it.) Then again, as I said, it's just a stupid workaround. :-)

By the way, the ability to use mono audio channels will definately save resources. The 6.1 manual is a little hazy as to whether this is implemented or not. Some parts of the manual seem to say that mono loading and saving is implemented (as it mentions in the parts about the sampler), and other parts seem to indicate that there has been no change. Does anyone know what's what with this situation?

--Sean
you are assuming that the people who want freeze would want to use this 'notepad' method. it's a neat tip, and i use trackpad myself in tracktion but never used fl notepad much for whatever reason. i'm more of an external text editor kind of guy i guess ;) ultraedit or notepad for notes and junk.

i just tried the beta. it's nice. the love filter is incredibly deep. wow. i like the new cpu meter and the new ram meter (that ram meter is very cool), and the new toolbar buttons are cool. the one shot record button was very appreciated. edison looks like it's got a huge upgrade coming -- hopefully the juicepack will get the updated version ... convolution engine worked with some lexicon 960 impulses i threw at it. so far no bugs and no problems for me with 6.1beta but i didn't do a whole lot of external midi stuff (heard there was possible bugs with dashboard but haven't tried that myself yet). will do some more crap tommorow. the smooth scroll on the playlist -- is this new? it's slick as ever, and signature gol quality ;) no performance hit for these visual smooth scrolls at all.

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audiojunkie wrote:
fxe wrote:
normal wrote:so ...
nobody appears to be using the 'project bones' function , to save
automation, channels, effects, mixer and scores ?...

or perhaps you just haven't mentioned it ...

i find it quite handy ...
I use project bones all the time. Instead of a one click freeze I think this is even better because it is more flexible.Export project bones, render the high cpu track (disc arm,ctrl+r),delete the channel.Now if I need to make a change just open the browser and drag over what you need from project bones make my changes ,rinse,repeat.
The entire project bones part of the software is REALLY dated and needs to be entirely re-worked. Even worse, it can be REALLY difficult to even figure what part is what when going through there.

Another thing that bothers me is the archiving of projects within FLS. It doesn't archive everything (think audio). This is another part of the program that needs to be reworked AFAIC.

Overall though, this program keeps getting better and better though.

--Sean
for archiving audio, save as a zip. it includes the external dependencies too.

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Jason Brian Merrill wrote:
kmonkey wrote:
Si is this enough proof to you? As you can see he is not interested in any way and its just fine with me. One day he will maybe consider it. Until that moment and from that moment i will still use both. Cubase and fl. I will repeat that i only wish i could use more from my setup within FL. But that is all. FL is fine even superb to me.
kmonkey, i dont need your so called "proof" I have seen it myself.

I have tested it on my friends dual core amd.

get over it.
Ok. If Gol statements regarding dual core(and what he thinks about it beside this is not what you claim) isn't enough to you that is too fine with me. I am out of this thread. Cheers!

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