How To Add More Weight To Your Kick Drums With Sine Wave

Add More Weight To Your Kick Drums With Sine Wave

This tutorial will show you how to make those wall shaking kick drums. With a sine wave generator and a bit of a editing you can add a deep bass “tail” for any kick drum. I’m going to show you how to do it using FL Studio’s Edison.

First thing to do is to open Edison and drag a kick drum sample to it:

Drag Sample To Edison

Next, disable the Click-free editing. Not necessity though. (Click-free editing adds a short fade-in or fade-out on selected, cut & processed regions to reduce clicks). I am disabling it because I like to manually remove the clicks for more precise end results.

Disable Click Free Editing

Now, add some silence. You can use the Edit -menu or Ins -key for this.

Insert Silence

Next, make a selection:

Make A Selection

Open the Sine wave generator:

Generate Sine Wave

Generate sine wave using the following settings: frequency 50 Hz and volume around 0.8.

Sine Wave Generator Settings

When you add the sine wave after the kick drum, usually there will be a nasty click at the cutting point:

Nasty Click

Here’s how you remove the click:

Remove The Nasty Click

After editing, the cutting point should look like this:

Smooth Cutting Point

Okay, now you need to shorten the length of the tail and add a fade out to the end. How long you wan’t the tail to be is up to you.

Shorten The Tail And Add Fade Out To The End

Drag the selection to a sampler channel and start building your beat.

Drag The Kick Drum To Sampler Channel

That’s pretty much it. Here’s a video showing you a live example of this process:

For further editing, you can also compress the kick drum after this. Have fun!


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  1. Thats actually really helpful!!

    I’ve seen alot of stuff about how good edison is but I rarely use it, so I might have to mess around with a few kicks today 🙂


  2. Hey man how you set up the edison to see clear lines of sample, I don’t see lines like you when I put my sample into edison?? Please help…

  3. Max Golovanov on

    I’ve to admit that EDISON really becomes a MONSTER TOOL – but in case if you have not only the knowledge of its functions but also the IDEAS kinda ‘how to implement’ these functions in practise!

    FAT tutorial as usual! THX, Petri!

  4. Petri, can you send me a folder “392 Progressive House Samples” ?
    i really need these kicks 😉

  5. Hello sir and thank you for the wonderful tutorial! Quite helpful but I am running into a strange problem.
    When I play the edited sample in edison it sounds great! real bass heavy and whatnot but when I go to drag it to the step sequencer it gets much much quieter and looses some of its punch (even when turning up the volume) But when I save the file and drag it to the playlist as an audio clip it sounds the same as it does in Edison. Is there some sort of limiter or volume reducer on the step sequencer that I’m not noticing or is this something you’ve never run into?

    • Hey Dillon,

      The output levels of Step Sequencer Sampler Channels are few decibels lower than the audio clips and what you hear from Edison. There’s three reasons for this and I quote the FL Studio manual:

      “1. Sampler Channels load at a default 55% volume, about -5.2 dB. This ‘feature’ is to prevent clipping when several Channel Samplers are used together and also to allow some extra headroom for note/step velocity modulation. The assumption is that Channel Samplers will be used as ‘instruments’ and so you will be playing (see the next point) and mixing them to sound right ‘in the mix’. If a Channel Sampler is too quiet, turn it up.

      2. Sampler Channels respond to note velocity. The default note velocity in FL Studio is 100 (MIDI = 0 to 127). If a sample is too quiet you can also play it louder.

      3. Sampler Channels respond to the default Circular Panning Law. This reduces the sample gain by -3 dB at center pan, tapering to 0 dB at the extreme L/R pan positions.

      So together the default load state for a Channel Sampler can be about 8.2 dB lower than the samples recorded level. If you absolutely need a sample to render at its recorded level, load it as an Audio Clip by dropping your samples on the Playlist (these default to 100% volume, 0 dB). Finally, make sure the Master and Main volumes (described above) are set to 0 dB and don’t forget the effect of note velocity on playback level.”

      The sample doesn’t loose its punch or anything like that. Its just the difference of output volume levels.

      Hope this helps!

  6. awesome thank you!! I had a hunch it had something to do with that but wasn’t sure why it was happening so i appreciate the explanation very much! I’ve been using FL for about 5 years now but not really in depth until about 2 years ago and I spent about 4 or more hours reading all of your tutorials, great stuff man, I learned a TON! Super helpful and descriptive, I’m definitely going to be implementing a lot of it into my projects. Please, keep em coming!

  7. hey how do you get the exact kick as you so i can work with it to understand it better i cant find kick 3 or somthing like that thanks

  8. Dude,

    great tutorial….one quick question tho….if i want kick tuned to C should i be looking to use a 67Hz sine wave?


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