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
Chapter 10 Convolution Reverb: Space Designer 141
The reason why we can actually perform the necessary calculations in real-time these
days is due to a mathematical operation known as the FFT (Fast Fourier Transform). For
filters (and we use the term filters here as this is what is effectively happening—the
input sound is being filtered by the impulse response) with lots of nonzero values, it is
easier to compute the convolution in the spectral domain. Here’s how:
If we want to convolve our music function (the sound you wish to process) against our
filter function (the impulse response), this results in another sound (the convolved
results). This convolved sound has a spectrum that is equal to the product of the
spectrum of the music function and the filter function.
Put another way, the Fourier coefficients of the convolution can be computed by
simply multiplying together each of the Fourier coefficients of the music and filter
functions.
The End Result?
Knowing the ins and outs (mathematics) behind convolution doesn’t really matter too
much. The important thing is to have a large library of great impulse responses—the
best sounding cathedrals, recording studios, concert halls, railway tunnels, electronic
reverb units or even resonance bodies of instruments … you name it!—and you can
simulate any space for any sound.
Thankfully, we’ve created and included a number of Impulse Responses to get you
started, and you may find that they’re all you’ll ever need.
If you wish to create your own, the Internet is a great place to share them with other
Space Designer users from around the globe.
Whatever way you decide to go, either using the factory IRs, downloading another
user’s efforts or rolling your own, Space Designer makes it easy to get that perfect
reverb sound.