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
472 Chapter 28 Sculpture
To adjust, simply click-hold and drag the corresponding numerical slider handle (the 1,
2, or 3 arrows) for each object. Adjustment of these object pickup positions will
disturb/excite a given portion of the string.
Object 1 can be an exciter. Object 3 can be a damper. You’ll note that Object 2 has two
arrows. This indicates that this object can be used as either an exciter or damper.
 As you move the object pickups through the Pickup A and B ranges (shown as
transparent bell curves), you’ll find that the intensity of the object disturbance
increases significantly. This gives rise to a number of changes which can completely
alter the general timbre of your sound.
 The green horizontal line within the Pickup display represents the string. As the
Stiffness of the string is increased, the line will become thicker.
 You can Control-click on the green horizontal line (the string) to activate/deactivate
string animation. When active, this graphical string will vibrate, making it easier to
visualize the impact of the objects and pickups. Note that string animation increases
the CPU overhead, so disable it if your computer is struggling to process all data in
realtime.
 The vertical orange lines represent the positions of Objects 1, 2, and 3. The thickness
and brightness of these lines indicate the strength of the objects.
Processing Parameters
The processing tools covered in this section act on a per-voice basis, as do the string
parameters discussed earlier.
Pickup Parameters
 The transparent bell curves represent the position and widths of pickups A and B.
 The green horizontal line within the pickups display represents the string. As the
Stiffness of the string is increased, the line will become thicker. The line is animated
and will show the range of the string’s motion.










