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Join author Brian Trifon as he shows how to improve music and audio productions using virtual instruments in Logic Pro. This course tours the program's virtual instruments, including the ES2 hybrid synthesizer, Sculpture physical modeling synthesizer, EFM1 FM synthesizer, the EVOC 20 vocoder, the Ultrabeat drum synthesizer, and the EXS24 sampler, and shows how to achieve various effects with each instrument's parameters. The course also covers working with oscillators and filters, understanding signal flow, creating custom synthesizer patches, adding effects, synthesizing speech, creating a library of custom sound samples, and much more.
Virtual Instruments with Logic Pro will be updating on a monthly basis, eventually covering all the virtual instruments in the application. Look for the latest movies here and on the lynda.com blog.
If we take a look at the left side of the sound engine, here's where we have the string animation. You can see that there're a couple of things on the string here. So we've got three different objects. These objects can either excite or disturb the vibration of the string. So, I've got Object 1 right here, and I've got all the parameters for it right above it, and then we've got Object 2, and so the parameters for that are right here, and Object 3, and that's beneath this little interface here.
Also, we've got two different Pickups here. So, we have Pickup A and Pickup B. So, these are like the pickups on electric guitar in that they pickup the string's vibration. So, the first thing I want to take a look at is just Object 1, and so I have Object 1 on. So I can make sure it's on by clicking on this Object 1 button right here and everything lights up. And I have Object 2 and 3 off. So, I'm just going to play around with position of Object 1 on the string. So, if I play a note-- (music playing) --and I move the position, you can hear, it affects the timbre of the sound.
So, this is something that you'll want to explore at a couple different stages when I'm creating sound. Often I'll move the object at the very beginning, just to experiment with what it sounds like on the string, but it's going to be very dependent on the method that I'm using to excite or disturb the string vibration. So, usually I'll have to adjust it more later. So, taking a look at the parameters of Object 1, I've got three main controls. I've got Strength, Timbre, and Variation. So, generally speaking, Strength is going to control the intensity of the object exciting the string.
Timbre is going to adjust the tonal characteristics, so usually a positive value is going to make it brighter and negative value is going to make the sound a little bit darker. Over on the right, we have Variation. So, this is very specific to the method that we're using to excite the string. And at the bottom here we have Velocity Sensitivity, so that has to do with how velocity is going to affect the different aspects of Object 1. To the right of these Object parameters, we have a menu here where I can choose the method to excite the string. So, I can have an Impulse, Strike, Gravity Strike, Bowing, and so on.
So, each different excitation method is going to react differently. So right now we have Impulse as the method of exciting the string. And so an Impulse is just a short, little strike of the string. So there're a couple of things that I can adjust. The Strength parameter is going to adjust the impulse amplitude. (music playing) Now the Timbre control is going to adjust the width of the impulse. (music playing) So that makes it a bit brighter. And then the Variation parameter is going to adjust the velocity dependence of the width parameter. (music playing) So, it kind of works in conjunction with all three.
Now, if I choose a different method of exciting the string, like for example Gravity Strike, my Timbre, Strength, and Variation controls are going to do very different things. So, sometimes it can be hard to keep track of what they are, because it's very specific. So, but what I will often refer to is a section of the manual. So, if I go to the Help menu up top and then Logic Pro Help, and then we go to Logic Studio Instruments, and then over on the left is Sculpture.
And then I'm going to choose Working with Sculpture's Objects, and then down here there's Sculpture Excite Table. So, this refers to Objects 1 and 2, and then Sculpture Disturb and Damp table (Objects 2 and 3). So, let's look at Sculpture Excite Table Object 1 and 2. So, you can see here it has this list. So, it says the excitation method here. So, we were just using Impulse, and then we switched it to Gravity Strike. So, it gives us a little description. So, it's like a hammer with gravitation towards the string, leading to multiple hammer-string interactions and disturbed string vibrations.
Then it tells you what the Strength control on Timbre and Variation controls do. So, Strength controls Hammer start speed. Timbre controls Felt stiffness. Variation controls Gravitation. So that's very different than for example the first one, Impulse, where Variation controls the velocity dependence of the width. And so, you can see with these other ones that each of those three parameters, Strength, Timbre, and Variation, do very different things. So, it might be a good idea to print out this chart or refer to it.
And for Objects 2 and 3, it has a reference on this next page here. So, you get a description of the ways of disturbing the string's vibration. So, with our Gravity Strike here, I can adjust the hammer start speed with the Strength. (music playing) Then Timbre is going to adjust the felt stiffness. (music playing) And then Variation is going to control the gravitation, so that's gravity's effect and that will adjust the amount of interactions with the string. (music playing) So, if I have low gravitation, it really rings out more.
If I give it more, you can hear it has multiple interactions with the vibrating string. (music playing) So as you can see, even small adjustments can make a big difference. Things get more interesting when you add in other objects to the mix. So, let's add in Object 3. So, Object 3 works a little bit different than Object 1 in that it disturbs the vibrations of the string instead of exciting the string. So, if Object 1 is a mallet that's striking the string, then Object 3 I can have something different, so something that's going to affect that vibration created by Object 1.
So, I can set it to Mass here. When I have the Mass method of disturbing a string's vibration, the Strength is going to control the weight and size of Object 3. (music playing) So, you can hear when I increase the Strength, it really affects the character of the sound, and so I could move this Mass, like where it is, on the string. So, I'll adjust the position. (music playing) You can hear that it definitely makes difference as well. So in the case of this Mass method here, Timbre and Variation don't do anything. And if you look at that page in the menu, it will say that Timbre and Variation have no effect.
It's just the Strength control, which is controlling the size and weight of the Mass. So, one other thing I can adjust with these objects as well is the gate. So, that has to do with when it's going to be affecting the strings' vibration. So if I have it set to KeyOn, like it is right now, that means when I play a note - (music playing) As long as I'm holding the note I'm going to have this Mass on the string and it's going to be affecting it. When I let go off the note, then it's no longer effecting the string's vibration. If I've set it to Always, that means the Mass will be affecting the string, when I hit the note on the keyboard, and all the way through the release stage of my amp envelope.
If I set this to KeyOff, that means that when I let go of the note on the keyboard, then the Mass object will disturb the string's vibration. So, if I play and let go, then during the release stage I have the Mass affecting the string. So, depending on what your object is, that can make a big difference. It's definitely worth experimenting with that. So, now that we have got our GravityStrike and this Mass object that are affecting the string, let's add in Object 2 as well. So, now remember, Object 2 can both excite or disturb the string.
Also, in this list here you'll notice that Object 2 has an external input, so I can bring in audio through the side chain input, at the top the interface up here, and process audio through Object 2. So, I'm going to select Bow, because I want to bow the string with Object 2, and then let's see how these three objects can interact to the string sound. So, I'll adjust the Strength here. (music playing) I can adjust the Timbre as well, and then we can move Object 2 around.
(music playing) We can get really interesting sounds by having these three objects interact with each other. You can hear when I let go of the note that we're hearing the Mass affect the string's vibration, because it's set to KeyOff. That's when it's triggered. (music playing) So, as we can see, the three objects interact in a very dynamic way, allowing for a huge variety of articulations. So, now that we've explored how to use the three objects to excite and disturb the string's vibrations, in the next video, let's explore how to use the pickups and Global Voice parameters.
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