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Guide Exporting audio

Exporting audio

Click Export. The dialog has four choices, and remembers them in this browser:

The Export dialog: range, mixdown or stems, the ending, the format and loudness.
The Export dialog (Ctrl+E).

A mixdown renders on several of your computer's processor cores at once where the browser allows it (Chrome and Edge do), so a big song exports up to two or three times faster. It sounds exactly the same: tracks whose sound only meets at the master are rendered side by side and added up before the master section. Tracks that play through a group bus or return with a Compressor, Distortion, Lo-fi, multiband compressor or a plugin on it are rendered together, and so are tracks with plugins. Stems render several at a time the same way, each on a core of its own. Exporting the same song again on the same computer gives the same file, sample for sample, whatever plays in it: drums, risers and noisy synths vary from hit to hit, but the same way every time.

The footer shows the file name and its exact length. Exports include the whole mix: volumes, pans, mutes and solos, every effect, sends, the master reverb and delay, the master OTT, Stereo Width, Mono below 120 Hz, Level, Loud master and Clipper, and swing. They never include the listening volume or the level matching: what you hear is only turned up or down. The first beat is as loud as the rest, so a kick right at the start keeps its attack. If the mix would clip, the file is turned down to just under full scale (stems all by the same amount, so their levels still match).

Markers in the range go into the file as cue points with their names, which DAWs, audio editors and game audio tools show as markers. Their positions count from the start of the file (the range start, or IN for a loop), in the mixdown and in every stem. A Ring out file also includes a marker sitting exactly at the end of the range. When there are any, the Format section says how many go in (or that the one marker does). The loop's IN and OUT aren't written as markers.

Exporting renders faster than real time and shows its progress. It pauses playback. Cancel stops it and nothing is saved (the dialog stays open to try again); Esc or the X stops it and closes the dialog.

Music for games: intro + loop, and layers

Game music usually plays an intro once and then loops the rest for as long as the player stays. Set the loop region to the part that should repeat (everything before its In is the intro) and choose Range: Intro + loop. The export is a .zip with:

In your game, play the intro, then start the loop the moment the intro ends, set to repeat. Intro and loop share one level and one reverb, so the change can't be heard. Match a loudness target measures the loop and moves both together.

Choose Export: Layers instead of Mixdown for adaptive music: an intro and a loop for every track that plays, all exactly the same lengths, so the game can play them together and fade layers in and out (drums when a fight starts, strings when the player finds something). They share one level, so turned all the way up they make the mix.

Channel kit

File › Channel kit (streams, videos)… (or search channel kit) makes music for the start, the breaks and the end of your streams and videos from one song, as one .zip, so everything sounds like it belongs together. The dialog lists each file and the bars it comes from:

Every file is a WAV at 48 kHz, 24-bit (what streaming software and video run at). Loudness sets the level: the music is turned up or down by one amount for every piece (worked out on Starting soon), so a calmer piece stays calmer and you set the volume once; nothing is limited, so the loops stay seamless.

Beat store package

File › Beat store package… makes everything you need to sell a beat, as one .zip, every file named with the title, tempo and key (for example "Night Drive - 140 BPM - A minor"):

The Key comes from the notes (you can pick another, or leave it out of the names). Loudness keeps the mix's level or matches a loudness target, as in the Export dialog.

Video (MP4)

Choose Export: Video (MP4) to turn the song (or the loop region) into a video for YouTube, TikTok, socials or a game's trailer, with the mix as its sound. Pick its Frame rate: Smooth 60 fps (the notes and playhead glide; the default) or 30 fps (a smaller file, made faster). It's made at a high quality, so it still looks sharp after TikTok or YouTube compress it again. Under Title and marks, type the video's Title (blank: the project's name) and the line Under it (blank: the tempo), or untick either to leave it out, and choose whether to show the Section names (from your markers), the Time and the Waveform. Whatever you leave out gives its room to the picture. A small made with fledgetone.com mark always stays at the bottom (except on your own video: see below). Pick its Shape: Widescreen 16:9 (1920×1080, for YouTube, a trailer or a website) or Portrait 9:16 (1080×1920, for TikTok, YouTube Shorts and Instagram Reels). By default a video shows the title and the line under it, the whole song's waveform with a playhead, the section you're in (from your markers) and the time. It's usually made faster than real time (30 fps is quicker than 60).

Picture chooses what fills the middle:

Match a loudness target turns it up or down to a target (YouTube plays at -14 LUFS). With a reference video loaded, Put the music on your video uses your video as the picture instead (see Scoring to a video); in Portrait it's fitted into the tall frame. Then the picture is only your video, with no title or marks. Tick Keep the video's own sound too to mix its sound effects or dialogue under the music.

Videos need Chrome or Edge (or another browser with WebCodecs) on a site served over https. On Windows and Mac they're H.264 with AAC sound, which plays everywhere; where the browser doesn't have those, they're VP9 or AV1 with Opus sound, which browsers, VLC, YouTube and Discord play but some older players don't.