7
Table Of Contents
- Logic Pro 7
- Plug-In Reference
- Contents
- Introducing Logic’s Plug-ins
- Basics
- Instruments and Effects
- Equalizer
- Dynamic
- Distortion
- Filter
- Delay
- Modulation
- Reverb
- Convolution Reverb: SpaceDesigner
- Special
- Helper
- Vocoder—Basics
- The EVOC20PS
- Vocoder History
- Synthesizer Basics
- EFM 1
- ES M
- ES P
- ES E
- ES1
- ES2
- Concept and Function
- The ES2 Parameters
- Tutorials
- Sound Workshop: Logic ES2
- Tutorial Setting: Analog Saw Init
- Tutorial Setting: Analog Saw 3Osc
- Tutorial Setting: Analog Unison
- Tutorial Setting: Analog Bass clean
- Tutorial Setting: Analog Bass distorted
- Tutorial Setting: FM Start
- Tutorial Setting: FM Envelope
- Tutorial Setting: FM Drive
- Tutorial Setting: FM DigiWave
- Tutorial Setting: FM Wavetable
- Tutorial Setting: FM Megafat
- Tutorial Setting: FM Out of Tune and FM Tuned
- Tutorial Settings: PWM Start, PWM Slow, PWM Fast, and PWMScaled
- Tutorial Settings: PWM 2 Osc and PWM Soft Strings
- Tutorial Setting: Ringmod Start
- Tutorial Setting: Sync Start
- Tutorial Setting: Vector Start and Vector Envelope
- Tutorial Settings: Vector Envelope and Vector XY
- Tutorial Settings: Vector Loop
- Tutorial Setting: Vector Kick
- Tutorial Settings: Vector Perc Synth and Vector Punch Bass
- Templates for Logic’s ES2
- Sound Workshop: Logic ES2
- Ultrabeat
- Sculpture
- The Synthesis Core of Sculpture
- Sculpture’s Parameters
- Global Parameters
- String and Object Parameters
- Processing
- Post Processing
- Modulation Generators
- The Control Envelopes
- Morph
- MIDI Controller Assignments
- Programming: Quick Start Guide
- Programming: In Depth
- KlopfGeist
- EVB3
- EVD6
- The EVD6—Concept and Functions
- Parameters of the EVD6
- Controlling the EVD6 via MIDI
- A Brief History of the Clavinet
- EVP88
- EXS24 mkII
- Using Instruments
- File Organization
- Sample File Import
- EXS24 Key Commands
- A Brief History of Sampling
- MIDI Controller List
- GarageBand Instruments
- External Instrument
- Glossary
- Index
138 Chapter 10 Convolution Reverb: Space Designer
Using the Deconvolution Facility
Now that you know about sine sweep responses you’d probably like to know how to
use it to roll your own. It couldn’t be easier.
Accessing the Deconvolution Facility
The Deconvolution facility is necessary only in combination with a sweep response
recording.
To access the Deconvolution facility:
1 Bypass the plug-in by clicking on the Bypass button at the top of the of the Plug-in
window. This conserves CPU resources.
2 Click on the Deconvolution button towards the top right of the Space Designer GUI.
This will launch a File Selection box.
3 The File Selector menu bar will show Load Coded Impulse Response for Deconvolution.
Click Choose and select the wet, reverberated sweep response recording.
4 The File Selector menu bar will change to display Load Testsignal. Click Choose. Now
open the same dry sweep audio file you used as a source for the wet response
recording.
5 You will be prompted to save the decoded audio file. Select the desired path and file
name. Now the new IR will be calculated.
6 Any silence at the end and beginning of the new IR file should be removed using a
sample editor.
7 This file can now be loaded into the Space Designer.
About Convolution
This section looks at the technicalities behind convolution (in a reverb sense).
The use of reverberation on dry sounds is commonplace in computer music
production. Reverbs (and delays) can be used to simulate room and other acoustic
spaces or entirely new sounds, which may (or may not) be related to an actual physical
space.
There are several methods used to simulate and model different reverbs and physical
environments. One technique involves the actual recording of the ambience of a room,
and overlaying this recording (the impulse) onto another sound. This technique is
called convolution.
Before we get into convolution, a few basics need to be covered on reverberation itself.