What do I set the samplers interpolation to in FL Studio?
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- KVRist
- 84 posts since 12 Aug, 2004 from Bay Area California
I just bought FL Studio 7 and want to get all my settings in order but I'm not sure what the best setting for this is.... by default it is set to 6 point hermite.... other options include linear, 64 point sinc, 128 point sinc, 256 point sinc and 512 point sinc..... I am running a pc with 2 gigs of ram and 3 ghz.... what should I set it to and why??? any help would be appreciated, sorry if this seems like a dumb question I just don't know what all this means or if it even matters and I want to make sure all my settings are right before I start working....
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- KVRian
- 1215 posts since 17 Apr, 2004
When playing, leave it at linear... or use 64 bit sinc (in options>audio settings>mixer tab).
When you want to render the files to wav/mp3, use 64 bit sinc or more, and 256/512 bit sinc for your final render.
When you want to render the files to wav/mp3, use 64 bit sinc or more, and 256/512 bit sinc for your final render.

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- KVRAF
- 10597 posts since 13 Jun, 2004 from Alberto Balsam
To see what it does exactly, pitch a 44.1Khz sample down 7 octaves or so, once at linear and once at a higher sync.
What you should set it at depends on what you think sounds best and how much your CPU can handle. The higher setting you go with, the less difference there is between them, I.E., the difference between 6-point Hermite and linear is quite noticeable, but the difference between sinc depth 128 and 256 is often negligible.
Personally I would never have my render set to sound different than real-time playback.
What you should set it at depends on what you think sounds best and how much your CPU can handle. The higher setting you go with, the less difference there is between them, I.E., the difference between 6-point Hermite and linear is quite noticeable, but the difference between sinc depth 128 and 256 is often negligible.
Personally I would never have my render set to sound different than real-time playback.
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- KVRian
- 740 posts since 27 Sep, 2005 from UK
6point hermite in audio options.
Full blast for exporting mp3s (512 p-s)
Full blast for exporting mp3s (512 p-s)
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- KVRAF
- 2249 posts since 6 May, 2003 from rat city au
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Reverse Engineer Reverse Engineer https://www.kvraudio.com/forum/memberlist.php?mode=viewprofile&u=9129
- KVRAF
- 4968 posts since 23 Sep, 2003 from Glasgow
Nevermind...glue.
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- KVRist
- Topic Starter
- 84 posts since 12 Aug, 2004 from Bay Area California
WOW! lots of options..... guess I'll have to give em a try and see how it souds. now I have a way better understanding of this... thanks everyone
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- KVRist
- 156 posts since 13 Aug, 2005
I'm still a bit too clueless on this topic; would someone care to elaborate on the different interpolation options?
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- KVRAF
- 6937 posts since 4 Jun, 2004 from Utrecht, Holland
What interpolation is: http://en.wikipedia.org/wiki/Interpolation#ExampleAukikco wrote:I'm still a bit too clueless on this topic; would someone care to elaborate on the different interpolation options?
And in the context of FLStudio: http://www.flstudio.com/help/html/envsettings_wave.htm
(from the mixer settings part)
* Linear interpolation provides the lowest CPU hit with basic linear averaging between samples, however this may result in aliasing (high frequency noises) when samples are transposed far from their original pitch. We recommend linear settings for most live mixing situations.
* 6-point Hermite is the fastest curve interpolation method and as it provides superior quality to linear interpolation. If you have a fast PC you may like to try this method during critical mixing sessions. However it will use more CPU than linear.
* 64, 128, 256, 512-point Sinc methods provide, increasingly, the highest quality interpolation, but they are also very cpu intensive. Anything above 6-point Hermite is not suitable for live-playback (perhaps one day when we have 32-core 10 GHz CPUs). So why are these methods available? So that if someone requires the highest quality live interpolation they can have it...and so you can believe us, turn on 256-point sync and watch your PC grind to a stuttering halt next time you transpose a sample...don't say we didn't warn you!
My MusicCalc is temporary offline.
We are the KVR collective. Resistance is futile. You will be assimilated.
We are the KVR collective. Resistance is futile. You will be assimilated.
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- KVRist
- 156 posts since 13 Aug, 2005
Yeah, but I'm kind of looking for some thoughts on what this means in practice - what should I be listening to when I look for a difference in the different interpolation methods?
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- KVRAF
- 2249 posts since 6 May, 2003 from rat city au
Set it to the best your cpu and work practice can afford. Make sure you set the live/working interpolation to the same that you plan on using for final renders, so wyhiwyg.Aukikco wrote:Yeah, but I'm kind of looking for some thoughts on what this means in practice
You shouldn't be listening *for* anything in particular, just that you are "happy" with the audible results.Aukikco wrote: what should I be listening to when I look for a difference in the different interpolation methods?
FWIW, interpolation in fls only applies to the built-in sampler channels (and grauliser, slicer etc) *not* vst(i)s or fl generators ot fx..
As I mentioned above, I personally leave it at linear for everything, that way I don't have to f**k with juggling cpu issues, and i don't mind a bit of artifact with my samples, keeps it real
/sk
