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
Chapter 28 Sculpture 467
Excite and 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 modeling 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.










