Instruments and Effects
Table Of Contents
- Logic Studio Instruments and Effects
- Contents
- Introduction to the Logic Studio Plugins
- Amp Modeling
- Delay
- Distortion
- Dynamics
- EQ
- Filter
- Imaging
- Metering
- Modulation
- Pitch
- Reverb
- Convolution Reverb: Space Designer
- Specialized
- Utility
- EVOC 20 PolySynth
- EFM1
- ES E
- ES M
- ES P
- ES1
- ES2
- The ES2 Parameters
- Tutorials
- Sound Workshop
- Sound Design From Scratch, Filter Settings, Digiwaves
- Three Detuned Sawtooth Oscillators and Unison Mode
- Extremely Detuned Monophonic Analog Sounds, Effects
- Clean Bass Settings With One Oscillator Only
- Distorted Analog Basses
- FM Intensity and Frequency
- Controlling FM Intensity by an Envelope and FM Scaling
- FM With Drive and Filter-FM
- FM With Digiwaves
- FM With Wavetables
- Distorted FM in Monophonic Unison
- FM With Unusual Spectra
- Slow and Fast Pulse Width Modulations With Oscillator 2
- Pulse Width Modulation With Two Oscillators, PWM Strings
- Ring Modulation
- Oscillator Synchronization
- First Steps in Vector Synthesis
- Vector Synthesis—XY Pad
- Vector Synthesis Loops
- Bass Drum With Self-Oscillating Filter and Vector Envelope
- Percussive Synthesizers and Basses With Two Filter Decay Phases
- Templates for the ES2
- Sound Workshop
- EVB3
- EVD6
- EVP88
- EXS24 mkII
- Learning About Sampler Instruments
- Loading Sampler Instruments
- Working With Sampler Instrument Settings
- Managing Sampler Instruments
- Searching for Sampler Instruments
- Importing Sampler Instruments
- Parameters Window
- The Instrument Editor
- Setting Sampler Preferences
- Configuring Virtual Memory
- Using the VSL Performance Tool
- External Instrument
- Klopfgeist
- Sculpture
- The Synthesis Core of Sculpture
- Sculpture’s Parameters
- Programming: Quick Start Guide
- Programming: In Depth
- Ultrabeat
- GarageBand Instruments
- Synthesizer Basics
- Glossary
- Index
178 Chapter 12 Convolution Reverb: Space Designer
Natural reverbs contain most of their spacial information in the first few milliseconds.
Towards the end of the reverb, its reflection pattern diffuses more and more,
containing less spacial information. In order to emulate this phenomenon—as well as
conserve CPU power—you can configure Space Designer to only use the full IR
resolution at the onset of the reverb, and to use a reduced IR resolution towards the
end of the reverb.
The Definition parameter acts as the crossover point at which this switch to the
reduced IR resolution occurs. The parameter is displayed in both milliseconds
(indicating when the crossover occurs) and a percentage (100% is equal to the length
of the full resolution IR).
Note: The Definition slider appears only when you have loaded CPU intensive impulse
response formats, such as true stereo.
Output Parameters
The output parameters let you adjust the mix between the direct (dry) and processed
signals. Which parameters are available depends on Space Designer’s input
configuration.
Mono and Stereo Configurations
If you insert Space Designer as mono, mono to stereo, or stereo effect, Space Designer
offers two output sliders: one for the direct signal, and one for the reverb signal.
 Dry slider: Sets the level of the non-effected (dry) signal. Set this to a value of 0
(mute) if Space Designer is inserted in a bus channel, or when using modeling
impulse responses such as speaker simulations.
 Rev(erb) slider: Adjusts the output level of the effected (wet) signal.










