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 539
5 To remove the smacking in the attack phase, use the graphical display to choose a
value of 0.48 for the Body EQ Mid frequency, then use the dial to increase this value to
0.51. Option-click on the Body EQ High parameter to set it to a value of 0.00.
6 Save this setting as Easy Listening Pick Bass.
Slap Bass
You’re actually dealing with two different articulations here. The low notes originate
when the thumb literally slaps the strings on the upper part of the fingerboard. The
high notes are produced when the strings are strongly plucked or popped with the
fingers. This is achieved by hooking a finger under the string, pulling it away from the
instrument and then allowing it to slap back onto the fingerboard. In conjunction,
these articulation methods make up the typically aggressive and overtone-rich slap
bass sound.
To simulate a slap bass:
1 Load the E-Bass Fingered Basic EQ1 setting.
2 Turn off the Body EQ.
3 Also turn off Object 2 and Object 3, for now.
As the basic sound of a slap bass is brighter than a standard fingered bass, you need to
adjust some Material Pad settings:
4 Return the Low Key Scale parameter to its initial value by clicking on the little green
triangle, while holding down the Option key.
5 Move the ball down a little, and the sound becomes more wiry. The ball should now be
located directly above the word Steel on the horizontal axis.
From the models at your disposal, Strike is the most suitable for simulating a thumb
physically striking the strings from above. This model is not, however, as appropriate for
the slapped (popped) strings. It makes the most sense to choose the Pick model for
this purpose.
6 To be safe, turn the Level dial to –25 dB.
7 Select the Pick model for Object 1.










