If you want that “pumping” effect where your bass or pads duck out of the way every time the kick hits, sidechaining is the technique you need. There are two main ways to sidechain in FL Studio: using the built-in Fruity Peak Controller, or routing a kick to a compressor’s sidechain input. Both are quick once you know the routing, and below you’ll set up each one from scratch.
What sidechaining actually does
Sidechaining uses one signal (usually the kick) to control an effect on another signal (usually the bass). The most common use is volume ducking: every time the kick plays, the bass dips in level, then recovers. This frees up low-end headroom so the two never fight, and it’s central to a lot of house, EDM and pop production. If your low end sounds muddy, fixing it with sidechaining can do as much as good EQ and compression fundamentals.
Method 1: Fruity Peak Controller (most popular)
This is the classic FL Studio approach and it gives you total control over the ducking shape.
- Add Fruity Peak Controller to the kick channel (or the mixer track carrying the kick).
- On the channel or instrument you want to duck (the bass), right-click its volume knob and choose Link to controller.
- In the link window, set the internal controller to the Peak Controller’s Peak output. Tick Map note & control to controller and set the mapping so a louder kick lowers the bass volume.
- Adjust the Peak Controller’s Tension and Decay to shape how fast the bass recovers. Longer decay equals a slower, more obvious pump.
If the ducking moves the wrong way, flip the mapping in the link window so the peak reduces the target volume.
Method 2: True sidechain compression with Fruity Limiter
This routes the kick into a compressor as a trigger, which is closer to how sidechaining works in other DAWs.
- In the Mixer, put your kick on its own track and your bass on its own track.
- Select the kick track, then right-click the small arrow at the bottom of the bass track and choose Sidechain to this track. This sends the kick’s signal to the bass track as a sidechain source.
- Add Fruity Limiter to the bass track and switch it to COMP mode.
- In the compressor’s sidechain selector, choose the kick’s sidechain input (it appears as an option once you’ve routed it).
- Set a fast attack, a release around 100–200 ms, and pull the threshold down until the bass ducks on each kick hit.
Watch the gain-reduction meter so you can hear the pump without crushing the bass. If your levels feel inconsistent, double-check your gain staging first.
Tips for a clean pump
- Use a short, punchy kick as the trigger even if you swap it for a different kick in the final mix — the trigger only needs a clear transient.
- Don’t overdo it. A few dB of ducking is often enough on bass; heavy pumping is a stylistic choice, not a rule.
- Keep an eye on the wider picture as you build the track — sidechaining is one move within a full mix.
Related FL Studio guides
Sidechaining pairs naturally with solid low-end work. See how to make a bassline in FL Studio for building the part you’ll duck, and how to route mixer tracks in FL Studio to get comfortable with the routing the compressor method relies on. For more techniques, browse the mixing and mastering hub.
Frequently asked questions
Which sidechain method should I use in FL Studio?
Use the Peak Controller for fast, flexible ducking when you want to dial the shape by ear. Use the Fruity Limiter sidechain method when you want true compression-style ducking that reacts to the kick’s actual transient.
Why isn’t my sidechain working in FL Studio?
The most common cause is incorrect routing. Make sure the kick and bass are on separate mixer tracks and that you’ve actually selected the kick as the sidechain source in the compressor. With the Peak Controller, check that the volume knob is linked to the peak output.
What release time should I use for sidechaining?
Start around 100–200 ms and adjust to the tempo. Shorter releases give a tighter pump; longer releases create a slower, more dramatic swell. Match the recovery so the bass is back to full level before the next kick.




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