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
410 Chapter 24 Sculpture
Basics
Throughout the manual, we have followed the signal flow of the core synthesis engine.
When programming “from scratch”, this is the approach you should also take, working
on each component of the sound in isolation.
Obviously, when you’re starting out with Sculpture, you won’t be familiar with the
impact of each parameter on your end results. Don’t sweat it, we’ll provide some
pointers for particular types of sounds in a few moments … but let’s get back to it.
First up, you’ll need a “plain vanilla” or “from scratch” patch. When you first launch
Sculpture, this is exactly what you’ll get—a default set of “neutral” parameters.
Sonically, this patch won’t set your heart racing, but it will provide you with a starting
point for all of the examples in this chapter.
Note: Save this patch as a Settings file. Name it as desired—maybe “neutral”, “plain
vanilla” or “from scratch”? This Setting can be reloaded as you work through the
examples.
The Core Engine
We discussed the signal flow in the “The Synthesis Core of Sculpture” section, on page
356. To recap, and explain in a more “hands on” way, please follow these steps. This
section is intentionally simplified, but we ask for your forbearance. Knowing the
“mechanics” of Sculpture is essential to your success:
The String
The “string” is the central synthesis element. It offers a range of parameters that allow
you to adjust its material—what it’s made of and what environment it’s being played in
(water, air, and so on).
Each parameter can be explored further in the “String and Object Parameters” on
page 362.
Before starting, we recommend that you Control-click on the “string” (the green
horizontal line in the Pickup section) to activate/deactivate string animation. When
active, the string will vibrate, making it easier to visualize the impact of the objects and
pickups.