
This is why in my recent sessions I only ever have a drum bus and maybe a percussion bus, because my excessive bussing used to take up a lot of CPU headroom. This forces all the inter-dependent tracks to be properly multi-threaded and therefore will most likely free up a bunch of CPU. Don’t believe me? Save a new version of your project (ctrl+n) and in that copy, select all mixer tracks (ctrl+shift+click and drag) and then route to the Master only. Minimal use of mix buses and sendsĭo you really need 15 different mix buses, all with 10 FX intertwined and sending to each other? If that’s you, that’s probably why your project is locked up. As soon as you get to 24 though, you might experience automations becoming ‘stepped’ – an unfortunate side effect of the reduced resolution. Turning this value down to 48 means you can’t zoom in as far, but it will free up a lot of CPU headroom. The default PPQ in FL Studio is 96, meaning that notes and automation point can be at 96 evenly spaced positions inside a quarter note. This may seem like a no-brainer for some people reading this, but I have to include it in the list for one main reason: FL Studio recently added a function to triple the buffer size, regardless of what the driver is set to, and there are some people who haven’t touched this option yet. How to Enhance FL Studio: step-by-step 1. As soon as two audio signals end up in the same place, they need to be processed first before they can be summed, meaning that the shorter chain will have to wait for the longer chain to finish processing and eventually waste CPU power doing that. In sending audio from one place to the next digitally, you will always have to add everything in the chain up to that point. Mathematically, one single reverb on a send for five tracks should be more efficient than five individual reverbs, one for each track, right? Wrong. I’m talking about bus and send processing. The second misconception disguises as a perfectly economic way to produce, but it really isn’t.

This is what is commonly referred to as an under-run. So if the CPU needs more time to fill the buffer than the actual buffer length, playback stops for a split second until the buffer is done rendering.

That’s why, when the CPU meter hits 100%, there is just enough time to fill the buffer in the time of the buffer that is already playing.
