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I have a sculpture question regarding patches that sound different every
time they are played. (take the preset: effects/transitional/silicon garden
ambience, for example). Velocity is constant, and the sound seems to have
fully decayed before retriggering. I have tried freezing, but the frozen
track always sounds different too. Is there an easy way to make such a sound
repeatable?
best, Nathan
___
Nathan Rosenberg
Music Production
The Doghouse NYC
www.doghouseNYC.com
--- In logic-users@yahoogroups.com, "The Doghouse NYC"
<doghousenyc2@...> wrote:
>
> I have a sculpture question regarding patches that sound different
every
> time they are played. (take the preset: effects/transitional/silicon
garden
> ambience, for example). Velocity is constant, and the sound seems to
have
> fully decayed before retriggering. I have tried freezing, but the
frozen
> track always sounds different too. Is there an easy way to make such a
sound
> repeatable?
I almost asked this question here myself one time, but then I looked a bit
harder at
Sculpture itself and worked out what needed to be done. It's not necessarily
easy, but I see
no way around it. Basically you have to manually check through the parameter
settings for
the patch you're using and turn off all the ones that add random effects. If
you do this,
you'll end up with a repeatable sound (though I will present an alternative
method
afterwards.)
This is fiddly for Sculpture 'cos it an above-average number of parameters
and features
which induce random effects - maybe more than any other Logic synth - and
they do a lot
to create the Sculpture sound. So it's possible that in the case of some
patches, by
removing all the random content, you'll end up destroying the sound you
liked in the first
place. But not necessarily. You just have to do it and check.
So, as to which parameters to check -
There are the two Jitter LFOs which are dedicated to adding random
development to the
sound. Turn them off.
Anything which uses the 'bouncing' Disturb/Damp type can't be synced or
anything.
Any LFO which is set to 'sample and hold' will be adding random effect, so
you need to
change it to another setting.
And I think nearly all the effect value dials (EG Vibrato, Phase, etc.) have
a middle range in
which they produce random values, so you have to turn them to settings where
they aren't
doing this.
Also, there's a global 'warmth' setting, which detunes randomly ala the
Analog dial in most
softsynths. If you're still checking around for things to de-randomise, you
could set this to
zilch as well.
I think that's about it. This all might sound like a pain but once you've
familiarised yourself
with the method once (which is really saying, with quickly scanning the
settings of the
Sculpture console itself), it actually isn't much of a fuss. The plus for me
was that it was
trying to address this issue that made me first sit back and properly learn
about the way
Sculpture works!
Alternative method to the whole thing: As you've noticed, freeze will lock
in one
performance, but if there's ever a re-freeze, obviously the performance
changes and you
can't depend on it. The workaround is to do an actual bounce. Re-import
that, and that
becomes your locked in reliable performance. Obviously this isn't flexible
or ideal, but it is
a way around the problem if you can't de-randomise the sound or you find
that doing so
wrecks what you liked about it.
Maybe they could add a 'de-randomise' button...
Hope this helps.
>
> Maybe they could add a 'de-randomise' button...
As usual, visual effects software with it's extremely well funded and
demanding clientele, solved this problem long ago.
Typically "random" functions or values are made consistent via a
"seed" value.
If the seed value stays the same, any random values in the system
will remain consistent in respect to the time line.
If you want different "random" values, you merely change the
"seed".
This would be worth requesting.
...along with the ability to copy/pase, save/import complete channels :)
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