Work in progress Fledgetone is still being built, so things may change or break.

Guide Mixing and effects

Mixing and effects

The Mixer

The Mixer tab of the bottom panel shows every track side by side as a mixing desk: a level meter (after the fader: green, amber near the top, red at the very top), a fader, pan, the reverb (REV) and delay (DLY) sends, Mute and Solo, and which inserts are on. The master fader is on the right. These are the same settings as the track headers and the Inspector; each drag is one Undo step and a double-click resets. Click a track's name to open it in the Inspector for its inserts, EQ and automation.

The Mixer: a channel strip per track with inserts, reverb and delay sends, pan and a fader, a drum bus, the master and a spectrum.
The Mixer, in the bottom panel.

Make space (under the strips) carves room in the mix the way a mix engineer does, with small moves on each track's Pro EQ: every part above the bass loses the rumble under its lowest note (a low cut), parts reaching down into the bass's octaves are thinned there by 2 dB, parts playing in the lead melody's range give way 2.5 dB where the lead's presence is, so the melody comes through without being turned up, and the lead itself gets 1.5 dB more from 5 kHz up. It also clears the low mids, where mixes most often get boomy and boxy: chords, pads and stabs that reach under middle D give 2 dB at 280 Hz, and a bass playing over a sub (a lower bass part holding the root) gives 3 dB where its harmonics thicken the sound (about two and a half times its middle note, 160 to 320 Hz), since the sub carries its weight. A bass playing alone is left as it is. It works out the bass, the lead and the rest from the notes. A band you've already moved is left alone; drums, sound effects, audio and buses aren't touched. One Undo takes it all back.

Glue (the switch under Make space) is for when a song sounds like instruments playing side by side rather than one record. Switched on, it makes space as above, puts the drums on a drum bus and the other music parts on a music bus (each glued by gentle compression, the music bus breathing a little with the kick), ducks the bass under the kick, sends every part a little to the shared reverb so they sit in one room, and spreads the parts left in the middle a little apart (never the lead, the bass or the drums). Switch it off at any time, even after saving and reopening the song, and everything it changed goes back: only what's still as Glue left it, so a pan or EQ you've changed by hand since stays yours. Its buses go too. Undo works on it as well. Pick its style beside it first: Clean (future bass, artcore: light compression, a touch of warmth), Bass music (the kit hitting as one, the music held together) or Pumping (house, darksynth: harder bus compression and more saturation, the music pumping with the kick). Each bus's gain is set so switching Glue on doesn't make the song louder (on the test loops it came out between 0.5 dB quieter and 0.1 dB louder), so you hear how the parts sit together, not just more level. A song with one drum track still gets its drum bus.

Group and glue (a track's right-click menu, on the tracks whose clips are selected) does the bus part of Glue on just those tracks in one step: the drums onto a drum bus, the bass onto a bass bus (its low end kept) and the others onto a music bus, each with the same gentle compression and saturation, level-matched. Undo takes it back.

Duck to kick (under Glue) makes the whole song breathe with the drums, as dance music does, in the style picked beside it (it starts on the style the Does it hit? check is set to). The bass parts get a Hole for drums on the kick and the snare, so both punch through the low end; the chords, pads and leads pump on the kick and are back within 130 to 230 ms at the song's tempo:

StyleBass and sub (kick and snare)Chords, pads and leads (kick)
Pumping (house, darksynth)14 dB hole, 150 ms6 dB, back in half a beat
Bass music (dubstep, drumstep)18 dB hole, 150 ms5 dB, back in 0.45 of a beat
Future bass / artcore12 dB hole, 140 ms2 dB, back in 0.4 of a beat

Those are for drums with room between the hits. When the kicks and snares come half a beat apart or closer (a syncopated drop, say, with six or more kicks a bar), full holes would chop the bass up ten times a bar, so the holes get shallower and shorter the denser the drums: at that density about 5 dB, over within 60 % of a 16th, and the chords, pads and leads pump only about 2.5 dB, back within a 16th. With a sub part of its own (a Sub-Bass, a track named sub, or Fledge Synth's Clean Sub) the sub takes the hole and the bass over it gets a hole a third as deep, since the room the kick needs is in the lows.

Drums, vocals and sound effects are left alone. It needs a drum track; one Undo takes it all back, and each track's Pump stays yours to change. Glue gives the bass a 12 dB hole on the kick and snare too (if it has no Pump yet), and its music bus pumps on the kick only when the parts on it don't pump already. On the bass-music demo drop, the sub went from 3.7 dB under the snare to 21 dB under it, the chords still pumping about 5 dB.

Spectrum: right of the master fader, the live spectrum of everything you hear, drawn as a neon display: magenta for the lows, through purple and cyan, to yellow for the highs, with scanlines, a readout of the loudest frequency and the level, and a glitch on hard bass hits. Pick its style from the menu above it, and it's remembered:

Track headers

Right-click a track's name for its colour, Move up / Move down, New folder…, Move into a folder or Take out of one, its Output (the master, or Play into a bus), Send to a new bus (or Group N tracks into a new bus with clips selected on several tracks), Send to each return or Stop sending, Send to a new return, plugin effects (Add plugin effect… from the built-in plugins, Add plugin from a web address (WAM)…, and Open or Remove each one), Freeze, Bounce in place and Delete track.

Folders: a folder groups tracks under a row of its own. Its arrow folds them away (they still play, and the folder's row shows their clips in miniature, so you can see where the music is); double-click the folder's lane to fold or unfold too. Its M and S mute or solo every track in it, the folder icon sets a colour for it and its tracks, double-click its name to rename it, and × ungroups it (the tracks stay where they are). Tracks in a folder show a thin stripe of its colour. Moving a track up or down past the edge of its folder takes it out; a track outside folders hops over a whole folder. Folders are saved with the project and every change is one Undo step (folding isn't).

Each track header has VOL (-60 to +6 dB) and PAN sliders (double-click either to reset), and buttons for M (mute), S (solo) and R (record arm: takes go on this track, one track at a time; arming also selects it). If any track is soloed, only soloed tracks play. Muted and un-soloed tracks are also left out of exports.

Tracks are stereo, so wide sounds keep their width all the way to the master: the Supersaw, Space Clav and Mandolin, the noise in the FX instrument, the Chorus effect, recorded instruments with stereo samples, and stereo files in the Sampler. Most synths and mono samples are mono and sit in the middle, and so are the drum kits, effects included (a Chorus on a kit doesn't widen it), except that the Designed Kit and the synthesized kits (Techno Kit, Retro Drum Machine, Rhythm Box, Break Kit) keep their width above 1 kHz: their hats, cymbals and shakers play a little wide (see Designed Kit). PAN works as a balance: in the middle both sides play, and turning it towards one side fades out the other, so at full left you hear only the left channel. For a mono sound that's the same as moving it across.

Buses (group channels)

A bus is a track with no clips of its own that other tracks play into, so they share one fader, one set of inserts and EQ, and one pair of sends: put all the drums through one compressor, or turn every backing part down together.

Return tracks (effect returns)

A return is a track for a shared effect: put a reverb, a delay or any effect on it, and send as much of any track to it as you like. Many tracks share one room or one echo, and each decides how much of itself goes in, without changing its own sound.

The Track Inspector (FX Rack)

Click FX Rack in the toolbar, or the sliders icon on a track header (or Track › Inspector & FX rack), to open the Inspector on the right. Click another track's header to switch to it. The Track FX tab, top to bottom:

The Track Inspector open beside the timeline: the instrument, its insert effects and their settings.
The Track Inspector and FX rack for the selected track.

Human, Duck others under this, Distortion, Bass Drive, Pro EQ, Compressor, Chorus, Multiband, Saturation, Mono bass, Lo-fi, Filter, Delay, Reverb, Gate and Pump each have an ON / OFF switch and start off (except Human on a new recorded-instrument track, above). An effect that's off is taken out of the sound completely, so it costs nothing. You can switch effects on and off while the song plays without a gap, a click or a doubled sound, however busy the computer is: the change crossfades over 10 ms, about 20 to 30 ms after the click. A Compressor switched on comes in about 0.2 s later, once it has settled, and any other switch on that track in the meantime waits for it. A compressor holds the sound back by a few milliseconds (it looks ahead), so while any track, bus or return has a Compressor or Multiband on (or plays an electric guitar amp, or has Bass Drive on, which holds its track back 4 ms), the other tracks are held back by the same amount and everything stays in time: a compressed kick still lands with the bass. When that amount changes while the song plays, the other tracks slide to it over about a second, too gently to hear, so a held bass note doesn't dip. Playback then runs those few milliseconds later, recording allows for it, and exports start exactly on time. Turning a control while the song plays glides to the new value in a few milliseconds, so mute, solo and dragged sliders don't click. The EQ is on whenever any band isn't at 0 dB. Double-click any insert's slider to reset it to its starting value (EQ bands go back to 0 dB). The send sliders and the Master Reverb and Ping-Pong Echo sliders don't reset on double-click (the master OTT, Stereo Width and Level sliders do).

Master

The Inspector's second tab, Master, works on the whole mix. At the top:

The EQ & Dynamics tab: a parametric EQ curve over the spectrum, and a multiband compressor.
EQ & Dynamics for the selected track.

OTT and Stereo Width sit between the master compressor and the limiter, are off in a new project, are saved with it, can be undone, and switch on or off while the song plays without a gap. The Level (0 dB in a new project), Mono below 120 Hz (on in a new project), the Loud master (off) and the Clipper (off in a new project, after the Level) are saved and undone the same way (a Match's push goes with the switch or target that asked for it). All of them are in exports too.

The limiter at the very end looks 5 ms ahead and keeps the true peak (including the peaks between samples that a converter or an MP3 encoder rebuilds) under -1 dBTP, live and in every export. It finds those peaks as the Loudness meter does, at 8 times the sample rate, so they read as ffmpeg and other true-peak meters read them. It turns down smoothly before a peak arrives instead of clipping it, and holds its gain through a bass note's cycles, so loud drops stay clean instead of crackling or pumping.

Under them are the two effects every track shares through its sends:

Tempo, swing and listening volume

In the header:

Every track goes through the master compressor (unless Glue is Off) and a limiter that holds peaks just under full scale, so playback never clips and sounds the same as your exports, only level-matched. A safety limiter after the listening volume keeps even +6 dB from clipping your speakers.

FEEL (in the piano roll's toolbar) gives one clip its own swing instead of the song's: Straight, Swing 8ths (light, a triplet shuffle, or a hard dotted lilt: jigs, shuffles, big band) or Swing 16ths. It plays the same in playback, exports and the game kit. In a drum clip, GROOVE… beside it swings each drum on its own (the hats swung, the kick and snare straight; see the piano roll's helpers). GROOVE gives any clip a feel measured from real music, or the groove of an audio clip in the song, in place of the swing (see the piano roll's helpers).

Mixer and effect changes, tempo changes and time signatures can be undone with Ctrl+Z; the starting tempo, swing and listening volume can't.

When playback lags: the performance badge and Clear memory

While the song plays, the app watches for three signs that the computer isn't keeping up: notes reaching the sound engine too late, the page freezing for a moment, and the sound engine itself falling behind (it can't make the sound as fast as it plays, which you hear as crackles). A few of the first two in a few seconds, or the engine running behind, turns the badge in the header (next to LUFS) into an amber LAG, and a warning appears at the top with Clear memory. Close the warning with × (it stays away until you next press Play). When all is well the badge shows how much memory the page is using (in Chrome).

Clear memory (in the warning, or from the badge at any time) lets go of what the app holds but isn't using: downloaded recordings of instruments no track plays, decoded sounds no clip uses, the instrument menu's preview players, and any notes left hanging. Everything comes back by itself if needed (an instrument re-downloads when you use it again). Tick Also empty the undo history to free the most on a long session, but then earlier edits can't be undone.

The app also steps in by itself. At the first late note or freeze of a playback, it hands notes to the sound engine further ahead of time (0.4 s instead of 0.1 s) until you press Stop, so the next busy moment is absorbed instead of heard; once a playback has needed that, later ones start with it. The only cost is that a fader, a mute or a jump you make while it plays takes a moment longer to be heard; playing your keyboard or MIDI keyboard isn't affected. And while it lags, the meters and the spectrum draw less often, to leave the computer's time to the music.

If you press Play while instruments are still downloading their recordings (a song just opened), the Play button spins until they're in (ten seconds at most; click it to cancel), so the song doesn't start with them missing.

Big songs also get help without asking. While a song plays, a track with nothing to play for a while rests: it's switched off until just before its next note, so thirty tracks waiting for their entry don't cost what thirty playing ones do (an orchestral test song needed about a third less of the sound engine). Tracks scrolled out of sight in the timeline and the mixer aren't drawn, and the spectrum moves at half speed in songs with more than 16 tracks. The badge's details show Notes sent ahead: further while this is on.

Click the badge for the details, including Audio engine speed while playing (100% is keeping up). When the engine is what's behind, the warning offers Use Stable playback directly; it takes effect after a reload. If playback lags a second time in a session even after notes are sent further ahead, the app switches to Stable playback for next time by itself and tells you so, unless you chose a Playback setting yourself (then yours is kept).

Recordings of instruments no track (stinger or costume) has used for three minutes are let go while the song is stopped, so trying many instruments in a long session doesn't fill the memory; they download again (from this browser's store, at once) if you use them again.

If it still lags: Freeze the busiest tracks (below), turn on Stable playback (Master tab › Playback), and close other tabs and programs. Auto-freeze (below) does most of the freezing for you.

Freezing tracks

Big songs can ask more of the computer than it has, and playback starts to crackle or skip. Freezing a track fixes that: click the snowflake in its header and the app renders the track's instrument, effects and EQ to audio once (a second or two), then plays that recording instead. A frozen track costs about as much as one audio clip: on a 36-track test song, freezing everything cut the playback work to about a quarter.

Auto-freeze does this for you in big songs. Once a song has 6 or more instrument tracks, the tracks you haven't changed for a few seconds are frozen in the background while the song is stopped (never while it plays, so nothing changes under you). Their snowflake shows a faint ring. Change one and it plays live again at once, then is frozen again a few seconds after you leave it alone. A track whose plugin window is open plays live and isn't frozen while the window is open, so the plugin's settings are always there to change. On a five-song test mix it cut the playback work by more than half.

Bounce in place

Right-click a track's name and choose Bounce in place (or Track ▸ Bounce in place) to turn it into audio for good: its instrument, inserts and EQ are rendered to one audio clip on a new Audio track right under it. The new track takes over the original's volume, pan, sends, output and their automation, so the mix sounds the same. The original is muted and kept, so you can go back to it. Unlike freezing, the bounce is an ordinary audio clip: cut it, reverse it, warp it, chop it into the Slicer. One Undo step undoes it all.

Resampling

Resampling is printing a sound to audio and then playing with the audio: chopping it, reversing it, stretching it, mangling it, or turning it into a wavetable.