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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
Chapter 13 Sculpture 298
Create a percussion sound
Percussive sounds, such as drums, tend to share a similar type of envelope. They contain a
strike element, where most of the sonic character is exhibited, followed by a short decay phase.
The release phase will vary depending on the instrument itself—a snare drum as opposed to
a woodblock, for example—and depending on the ambient space it is placed in—a cavern, a
bathroom, and so on.
1 Load the #default (or your vanilla) setting le.
2 Set Object 1’s type to Strike.
3 Activate Object 2, and set its type to Disturb 2-sided.
4 Set Object 2’s Gate mode to Always.
5 Object 1’s Strength should be about 0.84.
6 Object 2’s Strength should be about 0.34.
7 Drag the Media Loss slider up and down while playing to hear its eect. Find a suitable setting.
8 Similarly, you can change the Material Pad ball position—although its eect on the overall tone
of the sound is heavily reliant on the Media Loss value.
9 Activate the Body EQ and Filter, then adjust the settings to taste.
10 Choose Save Setting As from the Settings pop-up menu and save the setting with a new name.
Stringed instrument programming examples
The tasks below provide programming guidelines, tips, tricks, and information to assist you in
creating particular types of acoustic instrument sounds in Sculpture.
Create a bass sound
1 Load the #default (or your vanilla) setting le.
2 Choose the +1 Oct. parameter from the Transpose pop-up menu at the top of the interface, and
play a few notes around C2.
The general color of an acoustic bass is already there
3 You can certainly drag the ball on the Material Pad toward the Nylon corner, but rst choose Pick
from Object 1’s Type pop-up menu.
4 Play your keyboard, and adjust the ball position while doing so.
5 Take a look at the Strength, Variation, Timbre, and VeloSens parameters of Object 1, and adjust
each in turn, to taste.
6 You may also wish to adjust the amplitude envelope’s Release parameter (the vertical R slider in
the section to the right of the circular Material Pad).
7 To make your bass more woody, adjust Object 1’s pickup position toward the right (drag the #1
slider in the Pickup section, which is at the left side of the interface). At extreme positions (the
left or right end), you’ll nd that the bottom end of your bass is lost. Try it out.
8 Adjust the position of Pickup A and Pickup B by dragging the horizontal sliders. As you’ll hear,
you can quickly recreate a picked acoustic or electric bass sound.
9 To instantly make the sound a hybrid (or full-on) synthesizer bass, click the Waveshaper button
(directly above the circular Material Pad and choose one of the types from the Type pop-up
menu above the button.
10 Choose Save Setting As from the Settings pop-up menu and save your settings with new names
as you go.
You’ll probably come up with several new sounds in just a few minutes. Each of these can be
used as is, or as templates for future bass sounds you will create.