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Table Of Contents
- Logic Pro X Instruments
- Contents
- Chapter 1: Drum Kit Designer
- Chapter 2: ES1
- Chapter 3: ES2
- ES2 overview
- ES2 interface
- ES2 sound sources
- ES2 oscillator parameters overview
- ES2 basic oscillator waveforms
- Use pulse width modulation in ES2
- Use frequency modulation in ES2
- Use ring modulation in ES2
- Use ES2 Digiwaves
- Use the ES2 noise generator
- ES2 emulation of detuned analog oscillators
- Stretch tuning in ES2
- Balance ES2 oscillator levels
- ES2 oscillator start points
- Synchronize ES2 oscillators
- ES2 global parameters
- ES2 filter parameters
- ES2 amplifier parameters
- ES2 modulation
- ES2 integrated effects processor
- ES2 macro controls and controller assignments
- ES2 Surround mode
- ES2 extended parameters
- Create random ES2 sound variations
- ES2 tutorials
- Chapter 4: EFM1
- Chapter 5: ES E
- Chapter 6: ES M
- Chapter 7: ES P
- Chapter 8: EVOC 20 PolySynth
- EVOC 20 PolySynth and vocoding
- EVOC 20 PolySynth interface
- EVOC 20 PolySynth analysis parameters
- EVOC 20 PolySynth (U/V) detection parameters
- EVOC 20 PolySynth synthesis parameters
- EVOC 20 PolySynth formant filter
- EVOC 20 PolySynth modulation parameters
- EVOC 20 PolySynth output parameters
- EVOC 20 PolySynth performance tips
- Vocoder history
- EVOC 20 block diagram
- Chapter 9: EXS24 mkII
- EXS24 mkII overview
- Sampler instruments
- EXS24 mkII Parameter window
- EXS24 mkII Parameter window overview
- Sampler Instruments pop-up menu
- EXS24 mkII global parameters
- EXS24 mkII pitch parameters
- EXS24 mkII filter parameters
- EXS24 mkII output parameters
- EXS24 mkII extended parameters
- EXS24 mkII modulation overview
- EXS24 mkII modulation router
- EXS24 mkII LFOs
- EXS24 mkII envelope overview
- EXS24 mkII modulation reference
- EXS24 mkII Instrument Editor window
- EXS24 mkII preferences
- EXS24 mkII memory management
- Chapter 10: External Instrument
- Chapter 11: Klopfgeist
- Chapter 12: Retro Synth
- Retro Synth overview
- Retro Synth Analog oscillator controls
- Retro Synth Sync oscillator controls
- Retro Synth Table oscillator controls
- Retro Synth FM oscillator controls
- Retro Synth filter controls
- Retro Synth amp and effect controls
- Retro Synth modulation controls
- Retro Synth global and controller settings
- Retro Synth extended parameters
- Chapter 13: Sculpture
- Sculpture overview
- Sculpture interface
- Sculpture string parameters
- Sculpture objects parameters
- Sculpture pickups parameters
- Sculpture global parameters
- Sculpture amplitude envelope parameters
- Use Sculpture’s Waveshaper
- Sculpture filter parameters
- Sculpture delay effect parameters
- Sculpture Body EQ parameters
- Sculpture output parameters
- Sculpture surround range and diversity
- Sculpture modulation controls
- Sculpture morph parameters
- Define Sculpture MIDI controllers
- Sculpture tutorials
- Chapter 14: Ultrabeat
- Ultrabeat overview
- Ultrabeat interface
- Ultrabeat Assignment section
- Ultrabeat Synthesizer section overview
- Ultrabeat sound sources
- Ultrabeat oscillator overview
- Ultrabeat oscillator 1 phase oscillator mode
- Use Ultrabeat oscillator 1 FM mode
- Use Ultrabeat oscillator 1 side chain mode
- Use Ultrabeat oscillator 2 phase oscillator mode
- Basic waveform characteristics
- Use Ultrabeat oscillator 2 sample mode
- Use Ultrabeat oscillator 2 model mode
- Ultrabeat ring modulator
- Ultrabeat noise generator
- Use Ultrabeat’s filter section
- Ultrabeat distortion circuit
- Ultrabeat Output section
- Ultrabeat modulation
- Ultrabeat step sequencer
- Ultrabeat step sequencer overview
- Step sequencer basics
- Ultrabeat step sequencer interface
- Ultrabeat global sequencer controls
- Ultrabeat pattern controls
- Use Ultrabeat’s swing function
- Ultrabeat Step grid
- Automate parameters in Ultrabeat’s step sequencer
- Export Ultrabeat patterns as MIDI regions
- MIDI control of Ultrabeat’s step sequencer
- Ultrabeat tutorials
- Chapter 15: Vintage B3
- Chapter 16: Vintage Clav
- Chapter 17: Vintage Electric Piano
- Appendix A: Legacy instruments
- Appendix B: Synthesizer Basics
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Sculpture overview
This section contains key information and concepts that you need to understand before taking a
look at Sculpture features and parameters. If you’re new to synthesizers, it might be best to start
o with Synthesizer basics overview on page 471, which will introduce you to the terminology
and give you an overview of dierent synthesis methods and how they work.
Sculpture is a synthesizer that generates sounds by simulating the physical properties of a
vibrating string. This approach to tone generation is called component modeling. It enables you
to create a virtual model of an acoustic instrument, such as a violin or cello. Components such as
the length of the neck, the material the instrument is made of—wood or metal, for example—
the diameter, tension, and material of the strings—nylon or steel, for example—and the size of
the instrument body can be modeled.
In addition to the physical properties of the instrument, you can determine how and where it is
played—softly bowed, or plucked, on top of a mountain, or under the sea. Other aspects such as
nger noise and vibrato can also be emulated. You can even hit your virtual instrument’s strings
with a stick, or emulate dropping a coin onto the bridge.
Sculpture is not limited to recreating real-world instruments. You are free to combine
components in any way, leading to bizarre hybrids such as a six-foot-long guitar with a bronze
bell for a body—played with a felt hammer.
You can also create more traditional synthesizer tones in Sculpture. These benet from the
modeling process itself, which tends to add a level of richness and an organic quality to sounds.
The end results are lush, warm pads, deep and round synthesizer basses, and powerful lead
sounds. If you need to create an endlessly evolving texture for a lm soundtrack, or a spaceship
takeo sound, Sculpture is the perfect instrument for the job.
Like a real instrument, Sculpture generates sounds by using an object, such as a ngertip, wind,
drumstick, or violin bow, to stimulate another object, such as a guitar string or reed.
Note: For clarity, the stimulated object is always referred to as the string.
As with a real instrument, the sound consists of multiple elements. It’s not only the string that is
responsible for the tonal color, but also the objects that stimulate or otherwise aect the string,
and therefore the sound.
For example, imagine a steel-stringed guitar that is alternately strummed with your thumb
and then picked strongly with your ngers. Changing to nylon strings, or 12 strings, would
signicantly change the tone. Now imagine the impact of pressing the strings down onto
the fretboard, which not only changes the chord but also momentarily bends the strings, and
therefore their pitch. Other aspects to consider are the size and material of the guitar body and
how they inuence the resonant characteristics of your sound. Further elements, such as the size
or type of sound hole—round or F-shaped—the nger noise on the strings, and the medium
that the guitar is played in, also have roles to play in the overall sound that you produce.
Sculpture
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