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 24 Sculpture 367
Excite/Disturb Object Parameters
The following parameters are used to excite, disturb or dampen the String.
Important: At least one Object must be used, as the String itself does not make any
sound!
As you’ll discover shortly, there are a number of different string excite “models” such as
blow, pluck, bow, and so on. Needless to say, these quite radically alter the general
timbre of the String’s attack phase, resulting in bowed or plucked “flute” and “bell”
sounds, or guitars with a flute-like “blown” sound.
Judicious use of the Object parameters can deliver very accurate emulations of real-
world instruments, or sounds that are altogether more “other-worldly”.
A particular aspect of component modelling to note is that each additional disturb/
damp Object that is activated will impact on the String. This will, in turn, alter the
interaction of any other active Object with the String, often resulting in a completely
different character to your sound.
Obviously, changing the sonic character is the reason why you would use a new Object,
but the pluck and blow combination you selected may sound like fingernails on a
blackboard—rather than the “plucked pan flute” you were going for—depending on
other String settings.
As such, you need to pay special attention to the Type and Strength of Objects. You may
find that the “flavor” of the excite Object (1 or 2), for example, has changed
significantly—and you may need to adjust or change the parameters of all Objects
(and perhaps several String parameter values) after introducing a new disturb/damp
Object (2 or 3). Similarly, the selection of a different Type of excite Object will impact on
the disturb/damp Objects (and the string, obviously), and therefore the character of
your sound.