Mainstage Instruments User Guide
Mainstage Instruments User Guide
Instruments
Contents
Instruments overview 10
Instruments introduction 10
Add and remove plug-ins 11
Use multi-output instruments 13
Alchemy 16
Alchemy overview 16
Alchemy user interface 18
Alchemy Name bar 20
Alchemy file locations 21
Alchemy Preset browser 22
Alchemy sound sources 26
Alchemy source editors 69
Alchemy main filters 96
Alchemy master voice section 103
Alchemy modulation section 105
Alchemy Perform section 129
Alchemy arpeggiator 135
Alchemy effects section 144
Alchemy Extended parameters 153
Alchemy tutorials 154
MainStage Instruments 2
Drum Synth 194
ES1 199
ES2 214
EFM1 283
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Extended parameters 290
Assign MIDI controllers 291
ES E 292
ES E overview 292
Oscillator parameters 293
LFO parameters 294
Filter parameters 294
Envelope parameters 295
Output parameters 296
Extended parameters 296
ES M 297
ES M overview 297
Oscillator parameters 298
Filter and filter envelope controls 299
Level envelope and output controls 300
Extended parameters 300
ES P 301
ES P overview 301
Oscillator parameters 302
LFO parameters 303
Filter parameters 304
Envelope and level controls 305
Integrated effects processor 306
Extended parameters 306
MainStage Instruments 4
Playback 327
MainStage Instruments 5
Lowpass, bandpass, and highpass filters 373
Comb PM filter 374
Downsampler filter 374
FM filter 375
Envelope generators 375
Mod Matrix 376
Modulation routing 377
Motion mode 378
Trim mode 379
More menu 380
Sampler 382
Sculpture 469
MainStage Instruments 6
Sculpture morph parameters 510
Define MIDI controllers 519
Extended parameters 520
Sculpture tutorials 521
Ultrabeat 580
MainStage Instruments 7
Utilities 646
MainStage Instruments 8
Legacy instruments 719
Copyright 761
MainStage Instruments 9
Instruments overview
Sample-based instruments include Alchemy, Sampler, Sample Alchemy, and Quick Sampler.
These enable you to create and play back recordings of acoustic instruments. Alchemy
provides extensive sample manipulation and resynthesis options that can result in sounds
that bear little resemblance to the source. Also included are the sample-based Studio
Bass, Studio Piano, Studio Strings, and Studio Horns plug-ins. The latter two offer a variety
of individual and grouped instruments with multiple articulations.
Specialized percussion synthesizers and instruments include Drum Synth, Ultrabeat, and
Drum Kit Designer. Ultrabeat combines several percussion-oriented synthesis engines and
a step sequencer, making it a powerful tool for the creation of new sounds and beats.
Four vintage instruments emulate the classic B3 organ, Rhodes, Wurlitzer, and Hohner
electric pianos, the Hohner Clavinet, and the Mellotron. See Vintage B3, Vintage Electric
Piano, Vintage Clav, and Vintage Mellotron.
When it comes to synthesizers, you have a huge range to choose from. These include
simple plug-ins such as ES P, ES M, ES E, and EFM1. More advanced options include Retro
Synth, ES1, and ES2, up to the extremely sophisticated Alchemy and Sculpture instruments.
Alchemy provides several synthesis and sample manipulation engines that you can use
alone or with each other to produce a staggering variety of sounds. It features extensive
modulation options, built-in arpeggiation, and sequencing.
Sculpture is a modeling synth that you can use to recreate physical instruments or to
create instruments that don’t exist. It has a number of unique modulation facilities and
can generate a huge array of sound types.
Rounding out the collection are the External Instrument and Klopfgeist Utility instruments,
and the EVOC 20 PolySynth vocoder. This instrument tracks incoming MIDI notes and
processes audio signals to create classic robotic voices and choirs that follow played
note and chord pitches.
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Add and remove plug-ins in MainStage
You can add plug-ins, replace a plug-in with a different one, and remove plug-ins from the
plug-in slots of a channel strip.
Note: To see legacy instrument plug-ins in the pop-up menu, Option-click an Input slot.
The last visible empty Audio Effect slot in a channel strip is shown at half its height; use
it in the same way.
Note: To see legacy audio effect plug-ins in the pop-up menu, Option-click an Audio
Effect slot.
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Add a MIDI effect plug-in in MainStage
In a MainStage channel strip, do one of the following:
• Click the MIDI Effect slot, then choose a plug-in from the pop-up menu.
• Place the pointer above or below an occupied MIDI Effect slot, click the green line that
appears, then choose a plug-in from the pop-up menu.
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Use multi-output instruments in MainStage
There are two reasons to use multi-output instruments in your mix:
• To process each sound individually in a drum kit, for example, with different effects
MainStage supports the multiple outputs of all instruments that provide a multi-output
configuration (including Drum Kit Designer, Sampler, Studio Horns, Studio Strings,
Ultrabeat, and all Audio Unit instruments). One or more multi-output options may be
displayed in addition to the mono and stereo versions shown in the plug-in pop-up menu
of the Instrument slot.
The first two outputs of a multi-output instrument are always played back as a stereo
pair by the instrument channel strip that the plug-in is inserted into. Additional outputs
(3 and 4, 5 and 6, and so on) are accessed via aux channel strips.
2. In the plug-in window, set up the output routing for individual sounds or samples. This
is generally done using a pop-up menu with entries such as Main, 3-4, 5-6, and so on.
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3. In the Mixer, click the Add button (+) of the instrument channel strip that you inserted
the multi-output instrument into.
Note: The Add button (+) appears only on multi-output instrument channel strips.
An aux channel strip is created to the right of the multi-output instrument channel
strip. Use this new channel strip to isolate and route a sound for independent mixing
and processing.
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4. Repeatedly click the Add button (+) to create more aux channel strips, for all stereo or
mono outputs available to the instrument plug-in.
You should create only as many aux channel strips as are required for the number of
outputs used by the multi-output instrument.
After you create the first aux channel strip for your multi-output instrument, a Delete
button (–) appears beside the Add button (+).
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Alchemy
Alchemy features additive, spectral, and granular synthesis and resynthesis, sampling, and
virtual analog engines. You can analyze imported samples and can manipulate them using
one or more of these synthesis methods. Alchemy provides extensive sample mapping,
looping, and grouping facilities that make it easy to create instruments containing hundreds
of samples and layers. If you want to create purely synthetic sounds, the additive, spectral,
and virtual analog synthesis engines are full-featured, matching or exceeding the power
and facilities of many standalone instruments.
An Alchemy preset can contain up to four sources, each using one or more synthesis
engines. You can morph or crossfade between these sources. Dozens of modeled analog
and digital filters are available, in addition to multiple racks of integrated effect units and
an extensive modulation section. Alchemy also features a powerful arpeggiator that can
control each source independently and provides flexible pattern modulation options.
If you’re new to synthesizers and different synthesis methods, see Synthesizer basics
overview. Also see the Alchemy tutorial introduction for detailed tasks on the use of
several advanced Alchemy synthesis features.
If you’re new to using plug-ins in MainStage, see Add and remove plug-ins.
Before you can design new sounds with Alchemy you need to understand how its different
parts fit together, and how each of them contributes to what you hear.
At first glance Alchemy may seem complex, but its layout is relatively simple:
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The diagram shows signal flow from left to right through the different sound generating
and processing modules.
• Each sound can contain up to four sources: A, B, C, and D. Each source consists of
additive, spectral, granular, sampler, and virtual analog elements. Multiple elements can
be active in each source. Each source has three independent filters that can operate in
parallel or in series. These sources are used to create and shape the basic tone of the
sound. All modulation in this section applies per voice. See Alchemy source overview,
Source filter controls, and Source modulations.
• There are two main filters that can operate in parallel or in series. The main filters
are used to shape or otherwise alter the combined sound from the four sources. All
modulation in this section applies per voice. See Main filter controls.
• After the individual voices are mixed together and filtered, they pass through the effects
stage. Any modulation of the Effects section is applied to the entire audio signal sent from
the main filter section. You can also directly route sources (post source filters, if used) to
the Effects section, bypassing the main filters altogether. See Alchemy effects overview.
To continue working with Sample Alchemy settings in Logic Pro for Mac, replace the
plug-in with Alchemy. See the Share a project with Logic Pro for iPad topic in the
Logic Pro for Mac User Guide, and the Export and Share projects chapter in the
Logic Pro for iPad User Guide.
1. In MainStage, select the track with the Camel Audio Alchemy plug-in.
2. In the channel strip for the selected track, place the pointer over the instrument slot
containing Camel Audio Alchemy, then choose Alchemy from the pop-up menu.
The new instance automatically retains your Camel Audio Alchemy settings.
Note: Because of updates to MainStage Alchemy controls and features, patches might
not sound exactly the same as they did in Camel Audio Alchemy. Also, automation
doesn’t carry over to MainStage Alchemy.
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Alchemy user interface
All views feature the Name bar and the Perform section. See Alchemy Name bar and
Performance controls overview.
• Browse button: Browse view is ideal for performance or exploration and for use of
presets when composing. The Preset browser displays all available presets and offers
a powerful search engine. The Perform section, located beneath the Preset browser,
features a number of real-time controls that you can map to almost any Alchemy
parameter.
• Arp(eggiator) section: Click the Arp button to view and make changes in the
arpeggiator control panel. See Alchemy arpeggiator overview.
• Effects section: Click the Effects button to view and make changes in the effects
control panel. See Alchemy effects overview.
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• Simple button: When simple view is turned on, Alchemy provides a compact interface
ideal for live performance.
• Advanced button: Advanced view is particularly useful for creating new sounds or
manipulating existing presets. This view unlocks all Alchemy synthesis, modulation,
and editing capabilities.
• Source, main filters, master voice, and morph sections: See Alchemy source
overview, Main filter controls, Alchemy master voice section, and Morph controls.
• Source editors: When individual sources are selected, you can also access the
source editors. See Alchemy source edit window overview.
• Arp(eggiator) section: Click the Arp button to view and make changes in the
arpeggiator control panel. See Alchemy arpeggiator overview.
• Effects section: Click the Effects button to view and make changes in the effects
control panel. See Alchemy effects overview.
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Alchemy Name bar in MainStage
The Name bar provides tools for preset management and other functions. It is shown in all
views. See Alchemy interface overview.
The field shows the current preset name and category, or Default if no preset is loaded.
The category of the selected preset is displayed to the left of the preset name when a
preset is loaded.
• Save Consolidated: Save a copy of the active preset along with copies of audio
files used.
Note: Because supplied samples use audio files available to all Alchemy users, these
files are not copied.
• Initialize Preset: Initialize Alchemy, providing a basic sawtooth wave that can be used
as a starting point for your own presets.
Important: Use of Initialize Preset automatically turns on wide unison mode. See
Alchemy wide unison mode.
• Refresh Library: Scans all default file locations, and updates the preset
library database.
• Save button: Save your changes to the active preset. If the preset belongs in the
App Presets bank, a Save As dialog is displayed, preventing you from accidentally
overwriting the preset.
• Save As button: Open a browser window where you can choose a filename (*.acp) and
a location to save the currently active preset. Newly saved presets are automatically
added to the Preset browser with a category, several predetermined attributes, and the
artist name specified in Settings > My Info > Artist Name. If this preference is not set,
“Unknown Artist” is shown in preset results.
• Quality pop-up menu: Choose the processing resolution on output. This setting remains
active when loading other presets or when recalling the project.
• Limiter button: Turn the Limiter on or off. This prevents clipping of the signal from all
voices at the end of the signal path.
• Volume knob: Boost or cut the overall preset volume. This happens at the end of the
signal path and controls the effected and dry signals of all voices.
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Alchemy file locations in MainStage
You can find Alchemy files in the following default locations:
• Ratings, comments, tags, and attributes: These are stored in the preset database file.
When you save a preset as part of a channel strip setting (CST file), patch, or project
(when File > Project Settings > Assets > “Copy Alchemy audio files into project” is
not active):
• The location of previously saved AAZ data (the Alchemy analyzed sample format) is
retained.
• If AAZ data has not already been saved, it is saved in the ~/Music/Audio Music Apps/
Alchemy Samples folder.
When you save an ACP (Alchemy preset) file, Logic Pro also automatically saves references
to AAZ files in the application samples folder. If AAZ files are in any other location, they
are saved in the same folder as the ACP file. The ACP filename is used at the front of
AAZ filenames.
User samples may be located anywhere on disk, with AAZ data being saved in the patch
or preset location. Logic Pro for Mac uses the default locations listed above when File >
Project Settings > Assets > “Copy Alchemy audio files into project” is not active.
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Alchemy Preset browser
There are two different views for the Preset browser results list.
• Name bar list: Click the preset field in the Name bar to display a list of presets.
Both lists are synchronized. If the Preset browser is used to select a particular category or
to sort results, the Name bar list reflects your choices, and vice versa.
When a new instance of Alchemy is inserted, the browser results list shows all available
presets. The Name bar preset field displays the preset category and preset name.
When a preset is loaded, the area below the browser results list displays Comments and
User Tag fields. The area to the right shows additional parameters. See Browser results list.
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Alchemy browser results list in MainStage
Shown in browse view, the browser results list displays all presets matching the current
search criteria. A number of columns are shown from left to right.
• Attributes columns: Show the articulation, Genre, Newer Than, Older Than, Sound
Designer, Sound Library, Timbre, or User Tags attributes. Click column headers to
choose an attribute from a pop-up menu.
Attributes are used to refine the preset results list and to apply attributes to presets
when in Edit mode.
Tip: Combine Attributes columns such as Newer Than and Sound Designer to show
presets that you created within a date range, without also showing supplied presets
installed in the same date range.
• Rating column: Shows user ratings. Click the column header to sort the results list. A
second click reverses the current sort order.
The highest rated presets appear first in the list. User-rated presets always take
precedence over unrated presets. Three dim stars indicate that a preset has not yet
been rated.
• Preset column: Shows preset names. Click the column header to sort the results list. A
second click reverses the current sort order.
The number of presets returned by the current search criteria is displayed to the right
of the Preset column header.
• User Tags button: Open a pop-up menu with commands for creating and deleting user
tags. A list of existing user tags is shown below the menu commands.
• Edit button: Open an enlarged view of the Preset browser window that provides text
entry fields for user tags and comments.
• Close button: Closes the enlarged view of the Preset browser window.
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Set criteria to refine the preset results list
1. In Alchemy in MainStage, click an entry such as Guitars in the Category column to limit
the preset results list to include only presets belonging to the Guitars category.
2. Click an entry such as Acoustic in the Subcategory column to further limit the preset
results list to include only presets belonging to the Acoustic subcategory of the parent
category (Guitars, in this example).
3. Click the header of one or more attribute columns to open a pop-up menu where you
can choose the attributes you want to use.
5. You can choose multiple entries in any column by doing one or more of the following:
• Click an entry, then hold down Shift while clicking another entry in the same column.
All items between the clicked entries are selected and used as search criteria for the
preset results list.
• Hold down Command, then click any entries you want to use as search criteria.
• Click the All entry at the top of a column to reset the selection criteria.
1. In Alchemy in MainStage, type your search term, then click the magnifying glass icon or
press Enter.
The Preset browser results list updates to reflect your search criteria, and the first
preset is loaded.
2. You can refine a text search with the minus symbol. For example, to search for all
presets matching analog but not bass, use the search term analog -bass.
This may also be used to remove all bass presets from the results list by entering
only -bass in the search field. Presets in the Bass category and presets with bass
or basses in the preset name, user tags, or comments field are removed from the
preset results list.
3. To clear the current search term, click the search field and make sure all text is
selected, then press the Delete key.
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Use preset edit mode
Preset edit mode displays all attribute columns in an enlarged Preset browser window. Edits
made to multiple selected presets apply attributes, user tags, or comments to all presets in
the group. All changes made in edit mode are immediately applied and saved in the preset
database. The Sound Designer is determined by the settings in Settings > My Info > Artist
Name. If this is not set, “Unknown Artist” is shown.
Note: It is not possible to change the Sound Library for a preset; this column is displayed
for reference only.
1. In Alchemy in MainStage, click the Edit button to switch to preset edit mode.
2. Click a preset name. You can also use the Previous and Next buttons in the Name bar to
select a preset. To select multiple presets, do one of the following:
• Click an entry, then hold down Shift while clicking another entry in the same column.
All items between the clicked entries are selected and are available for edits.
• Hold down Command, then click any entries you want to add for editing.
Terms entered in these fields can be searched using the text search function.
Changing the preset category updates only the preset category database. The preset
itself is not moved to a new category folder on disk.
2. Click the User Tags button, then choose New Tag from the pop-up menu.
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3. Type in the Enter New Tag field, then click OK. Click Cancel if you do not want to switch
to a new tag or want to close the Enter New Tag field.
The user tag is added to the New Tag pop-up menu, and the Enter New Tag field closes.
The new tag is shown below the menu commands in the pop-up menu.
4. Click the User Tags button, then choose the newly created tag name from the
pop-up menu.
The new tag is assigned to the preset. This is indicated by a tick beside the tag name.
5. To remove an assigned tag, click the User Tags button, then choose the tag name from
the pop-up menu. Assigned tags are indicated by a tick beside the tag name.
The tag is removed from the preset, but the tag is not deleted. No tick is shown beside
the tag name. This tag can be reassigned to another preset.
6. To delete a user tag, click the User Tags button, then choose the tag from the Delete
Tag submenu.
Rate a preset
1. In Alchemy in MainStage, click a preset name to select it.
2. Click a star in the Ratings column to set the rating between 1 and 5. Unrated presets
display 3 stars.
Note: You can limit the preset results list to match any star rating by entering
the number of stars in the text search field. A search for **** displays only 4-star
rated presets.
Alchemy sound generating modules are called sources. Four independent sources are
available in each preset (A, B, C, and D). Each source has an identical set of components.
Each source provides multiple sound generating elements based on different methods of
synthesis. See Source elements overview.
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Elements can be turned on or off independently within each source, allowing you to
combine synthesis methods. Some elements require a sample import or the creation or
import of other content before they can be used.
There are a handful of restrictions on element combinations within a single source. You
can circumvent such restrictions when creating your sound by using a different synthesis
method (or combination of methods) for each of the four sources.
If you’re new to synthesizers and different synthesis methods, see Synthesizer basics
overview.
At the left of the source section are six buttons: Global, A, B, C, D, and Morph. Indicators
to the left of each button denote the following: blue = active source, green = morphing
enabled for the source.
Source mode buttons: Click Global to view all sources. Click A, B, C, or D to view a single
source. Click Morph to use morph mode. Option-click A, B, C, or D to view and solo the
source.
When the Global button is on, the source master controls are displayed. The main filter and
master voice controls are also displayed when Global is active. See Main filter controls and
Alchemy master voice section.
When the A, B, C, or D button is on, the subpage controls for the selected source are
displayed. See Source subpage controls.
When the Morph button is on, source morphing parameters are displayed. See
Morph controls.
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The source select field in each source does double duty as a VU meter that shows the
current output level from the source into the main filter section. When the output level
exceeds 0 dB, it clips the input of the main filter section, and the VU meter turns red.
This is useful for quickly determining the cause of unwanted distortion.
Note: Sources can also be routed directly to the Effects section, bypassing the main filters.
The VU meter is shown regardless of the source output destination.
• Source select pop-up menu and field: Displays the name of the current source audio
data. Click to open a pop-up menu with source content handling commands. Click the
Previous and Next buttons (the arrows) to step through available waveform data. This
field also acts as a VU meter during playback.
• Import Audio: Import audio data into the element. You can also use the Import
browser, or hold Command to drag and drop audio files from Finder.
• Load VA: Load waveform data into the VA element. This automatically enables
the VA element and disables all other synthesis engines for this source. See
VA element controls.
• Load Source: Load source data from disk. Data is in SRC file format. Loaded data
includes all source control settings and a reference to any loaded or imported audio
data. Source control modulations are not loaded as part of the SRC file.
• Save Source: Write source data to disk in SRC file format. Saved data includes all
source control settings and a reference to any loaded or imported audio data. Source
control modulations are not saved as part of the SRC file.
• Copy Source: Copy source data to the Clipboard. This is useful for duplicating the
content and settings of one source in another. Copied data includes settings of all
source controls and a reference to loaded or imported audio data. Source control
modulations are also copied.
• Swap With Source: Choose a source to swap with the current source. This enables
you to quickly experiment with the parameter settings of the two swapped sources.
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• Vol knob: Set the source output level (-inf dB to 0 dB).
• Tune knob: Tune the source in semitone increments. A further Fine Tune control is
available on each source subpage. See Source subpage controls.
• Pan knob: Set the source output position in the stereo field. This parameter works as
a pan control if the source Stereo button is off or as a left/right balance control if the
source Stereo button is on. The behavior of the Pan control changes when wide unison
mode is turned on. See Alchemy wide unison mode.
• Send knob: Set the source output balance (post source filters, if used) sent to the
destinations specified with the Send pop-up menu.
• Send pop-up menu and field: Determine where the source output is sent (post source
filters, if used). This is the send from each source panel to the main filters and/or the
effects rack.
• F1/F2: Source output is routed to main filters (1 and 2). The balance between these
targets is set with the Send knob.
• F1/FX A/B/C/D: Source output is routed to main filter (1) and effects rack A, B, C, or
D. The balance between these targets is set with the Send knob.
• F2/FX A/B/C/D: Source output is routed to main filter (2) and effects rack A, B, C, or
D. The balance between these targets is set with the Send knob.
Note: Signals sent to effects rack A, B, C, or D destinations bypass the main filters
when the Send knob is set to the full-right position. See Alchemy effects overview.
You can quickly replace the sound for Alchemy on a software instrument track by dragging
an audio file, audio or software instrument region, or Apple Loop to the track header. When
you drag content to one of the Alchemy zones to replace the existing sound, you can
choose whether the new sound uses additive, granular, or spectral synthesis.
The additive element allows for the most detailed manipulation of sound and is especially
good for sound files that represent single notes, rather than chords or more complex
sounds and textures.
Importing to the spectral element allows effective manipulation of polyphonic sounds, such
as chords, drum loops, and other complex sounds and textures.
An additive+spectral import may deliver the best results when an additive import fails to
capture the noisy components of a sound, such as the hammer strike of a piano or the
breath noise of a flute.
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The granular element is good for drum loops, percussive sounds, and any sound that you
want to use granular effects with.
Use the sampler element when you want to play a sound file in its original form, transposed
across the keyboard.
• Samples column: Shows the samples within the selected folder, preset, or sampler
instrument. Only sample data is displayed. See the tasks in this section for information
on sample selection.
• Dropzone: Shows the names of samples added to this area. Samples can be from
multiple locations or instruments. See the tasks in this section for information
about use.
• Move to New RR Group: Create a new round-robin group and add the selected file or
files to the group. See Inspector group controls.
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• Analysis Mode buttons: Set the type of analysis that is performed when sample data
is imported.
• Additive button: Use to import samples that you want to resynthesize using additive
synthesis. Good results depend on accurate identification of the root note. If the
filename has a pitch value appended to it, this is used to set the root note. In other
cases, analysis of the waveform pitch determines the root note. The Mapping mode
may also be important.
• Spectral button: Use to import samples that you want to resynthesize using spectral
synthesis. The root note determines the MIDI note that plays the resynthesized
sound at its original pitch. If the filename has a pitch value appended to it, this is
used to set the root note. In other cases, analysis of the waveform pitch is used to
determine the root note.
• Add+Spec button: Use to import samples that you want to resynthesize using a
combination of additive and spectral synthesis. By default, the spectral component
is imported and played with the spectral element set to Noise-Resynth mode.
Playing the spectral data in Resynth mode produces a markedly different effect,
which you may sometimes prefer. The spectral element internal highpass control is
automatically set to a high value, thus excluding frequencies that would compete
with those produced by the additive element. If the spectral element is too subtle,
you can make it more prominent by setting the highpass control to a lower value.
• Formant button: Use in conjunction with the Additive, Spectral, or Add+Spec buttons
to perform additional analysis of formants in the sample material. The values of this
formant analysis are mapped to the Analyzed formant filter parameters in the source
subpage. See Formant filter controls.
• Sampler button: Use to create straight sample-playback presets. The root note
determines the MIDI note that plays the sound file at its original transposition. If
the filename has a pitch value appended to it, Alchemy automatically sets the root
note to match.
• Mapping pop-up menu: Choose a mapping mode suitable for pitched or unpitched
imported samples.
• Pitch: Suitable for sounds that you want to play across the keyboard chromatically.
Use this mode to automatically place imported samples in keyboard zones for
optimum playback when re-pitched.
• Drum: Maps each sample to a single key. Use this mode to map sounds such as a
set of drum hits or chords that won’t transpose correctly if re-pitched. Imported
samples are mapped to individual keys (starting at C1).
• Preview button: Turn on to automatically audition samples when you click filenames in
the Samples column.
• Cancel button: Use to cancel the import operation. No files are imported, and the Import
browser window is closed.
• Import button: Use to start the import operation. Depending on the chosen mode, when
you click Import, an import progress dialog is briefly displayed and the Import browser
window closes. Click Cancel next to the progress bar to cancel a long import.
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Drag an audio file into a source
1. In Alchemy in MainStage, open advanced view then drag an audio file onto any source
select field from one of the following:
• Loop Browser
• File Browser
2. Drop the file onto one of the analysis mode labels shown on the grid of the
target source.
If Additive, Spectral, or Granular mode is chosen, analysis may take a moment or two.
No analysis occurs when Sampler mode is used.
Import a single audio file into a source with the Import browser
1. In Alchemy in MainStage, open advanced view then click a source select field and
choose Import Audio from the pop-up menu to open the Import browser window.
2. Click one of the Analysis Mode buttons to choose an import analysis mode.
If the Additive, Spectral, or Add+Spec button is active, you can also turn on the Formant
button. This performs a further analysis of the audio material and sends the results to
the Analyzed section of the formant filter. See Formant filter controls.
If the audio data is imported to the additive, spectral, add+spectral, or granular
elements, analysis may take a moment or two. No analysis occurs when the Sampler
analysis mode button is active.
3. Click the Preview button to enable or disable automatic preview of selected files.
Sound files can be mono or stereo, 8-, 16-, 24-, or 32-bit, at any sample rate. Note that
rates above 44.1 kHz don’t provide significant improvements in quality.
4. Click a filename, then click the Import button to import the sound.
An import progress dialog is shown. The Import browser closes when the import is
complete, and the previous window is displayed.
MainStage Instruments 32
Import multiple audio files into a source with the Import browser
Multiple WAVE and AIF files may be imported to a single source. Other file types are not
supported for multifile import.
If the note name is included in the filename, samples are mapped to corresponding
keyboard zones for all analysis types. When importing using additive or spectral analysis,
samples without a note name are analyzed to determine pitch information that is then used
for keyboard mapping. Samples are mapped to the highest key of the zone and pitched
down for the remaining notes in the zone.
When no pitch information or note names are available, samples are mapped evenly across
keyboard zones based on file selection order. The root key pitch is set to the middle of
each zone.
1. In Alchemy in MainStage, open advanced view then click a source select field and
choose Import Audio from the pop-up menu to open the Import browser window.
2. Click one of the Analysis Mode buttons to choose an import analysis mode.
If the Additive, Spectral, or Add+Spec button is active, you can also turn on the Formant
button. This performs a further analysis of the audio material and sends the results to
the Analyzed section of the formant filter. See Formant filter controls.
3. Click the Preview button to enable or disable automatic preview of selected files.
Sound files can be mono or stereo, 8-, 16-, 24-, or 32-bit, at any sample rate. Note that
rates above 44.1 kHz don’t provide significant improvements in quality.
4. Use standard modifier keys to select multiple files: Command-click to select or deselect
files, Shift-click to select a range of files.
If you are creating a sound that uses samples from multiple instruments or folders, drag
the selected file or files to the Dropzone shown at the right side of the Import browser.
Once at least one file is added to the Dropzone, you can double-click a filename to add
it to the list of Dropzone files. Drag filenames in the Dropzone list to change their order.
Tip: You can also drag files directly into the Dropzone from Finder (hold Command),
the Audio File browser, or the Loop browser. You can use standard modifier keys to
select or deselect files.
• Pitch: Suitable for sounds that you want to play across the keyboard, chromatically.
Note: Clicking Import when at least one file is in the Dropzone imports files from the
Dropzone, rather than files selected in the file list.
MainStage Instruments 33
Alchemy source subpage controls in MainStage
Source components are shown only in advanced view. Click the Advanced button to switch
to advanced view, then click the A/B/C/D button to select the source you want to edit.
Each of the four sources has an identical set of controls for more in-depth editing. Several
source subpage controls are duplicates of those found in the source master controls. See
Source master controls.
The waveform display and element controls section update to show relevant data and
parameters when different synthesis engines are active. The additive element is active
for source A in the image.
• Source select pop-up menu and field: Displays the name of the current source audio
data. Click to open a pop-up menu with source content handling commands. See
Source master controls.
• Solo button: Isolate the source by turning off all other sources. Click again to restore
the on/off status of other sources.
Note: If you save a preset with one source in solo mode, the resulting preset retains the
on state of the source, but solo mode is disabled. All other sources are off.
• Stereo button: Turn stereo mode on or off. If stereo mode is off and a stereo file is
loaded or imported, only the left channel is played. When stereo mode is on, loaded
or imported sounds are played in stereo. This makes it possible to pan individual
oscillators in the additive element or individual grains in the granular element,
for example.
• Edit button: Open the source edit window. See Alchemy source edit window overview.
• Wait knob: Set a delay between the keystrike and triggering of the source.
• Fine Tune knob: Tune the source pitch in increments of one cent (one hundredth of
a semitone).
MainStage Instruments 34
• Position knob: Determine the playback start position in the audio data. A value of 0%
indicates the absolute start point of the audio data. A value of 100% indicates the
absolute end point. See Source modulations.
When the Loop Mode pop-up menu and field (see entry below) is set to Start/End or
Start/Length, the Position (and Speed) knob is replaced with the following two controls:
• (Loop) Start knob: Determine the playback start position in the audio data. A value
of 0% indicates the absolute start point of the audio data. A value of 100% indicates
the absolute end point.
• (Loop) End/Length knob: Loop End sets the playback end point. Loop Length
determines the playback length, expressed as a percentage of the overall length
of the sample.
• Speed knob: Set the audio data playback rate in additive, spectral, or granular mode.
Speed has no effect when the element is set to sampler mode. A setting of 100%
represents the original playback rate. Higher settings (up to 500%) represent faster
playback, while lower settings (down to 0%) represent slower playback.
Playback begins at the point set with the Position knob and travels through the audio
data on a path determined by the Loop mode. Speed determines the rate of this travel.
Playback remains at the normal pitch regardless of the rate of travel. Set Speed to 0%
to halt playback at the point set with the Position knob.
• Sample Tempo field: Displays the analyzed sample tempo of imported audio material.
You can set it to Off or a value between 5 and 990 to match the length of beats in the
audio file with beats in the project. The file tempo is automatically analyzed for tempo
(BPM) info on import.
Note: When Sample Tempo is set to any value other than Off, the speed of sample
playback is a multiple of the project tempo (BPM) and the analyzed audio file BPM.
This results in a beat in the audio file matching the playback time of a beat in the
project, when the Speed parameter is set to a value of 100%.
• Keyscale pop-up menu and field: Choose from three key scaling options that affect
source pitch response to incoming MIDI data.
• Key+PBend: The pitch of the source responds to MIDI note and pitchbend data.
• Key: The pitch of the source responds to MIDI note data but does not respond to
pitchbend data.
• Off: The pitch of the source does not respond to either MIDI note or pitchbend data.
Note: Global pitchbend behavior is determined with the PitchBend Up and Down
controls in the master voice section. See Alchemy master voice section.
MainStage Instruments 35
• Loop Mode pop-up menu and field: Choose from five loop mode options that affect
playback of the source audio data.
• None: Ignores the loop start and end points, and plays the entire sound once
without looping.
• Continuous: Plays from the beginning, enters the loop region, and loops continuously
in a forward direction while a note is held and during the envelope release phase.
• Sustain: Plays from the beginning, enters the loop region, loops continuously while a
note is held, and exits the loop region to play the normal sound release phase.
• Forward/Back: Like Continuous, but plays the loop region alternately forward
and backward.
• Start/End: In this mode, playback starts from the defined start point, playing at 100%
speed to the defined loop end position, then skips to the start point and repeats.
These positions are set with the Loop Start and Loop End knobs (see entries above).
Note off messages have no impact on loop repetitions. If the loop end point is placed
before the loop start point, playback is reversed (backwards to the loop end point)
when the loop start point is reached.
• Start/Length: In this mode, playback starts from the defined start point, playing
at 100% speed to the defined loop end position, then skips to the start point and
repeats. The length of the loop, controlled with the Loop Length knob, is set as a
percentage of the overall length of the sound, such that loop end point is equal to
the loop start point plus loop length.
If the settings of Loop Start and Loop Length controls (see entries above) cause
playback to go beyond the end of the underlying sample, silence is automatically
inserted at the end of the sound.
• All: Ignores the loop start and end points, and loops the entire sound continuously.
Note: The loop start and the loop end points, and sample start and end points, can
be edited in the Main edit window. See Alchemy source edit window overview and
Zone waveform editor. The VA noise component is not affected by the Loop mode
setting.
• Waveform overview display: Shows the waveform for the source when the granular
or sampler element button is active. The display also shows real-time additive or
spectral data, or a representation of the waveform, if the Position or Speed controls are
selected. When Position is adjusted, a position indicator is shown, allowing you to fine-
tune the start position.
• Synthesis element buttons: Choose the synthesis type, and view and change related
parameters in the area below. A variable combination of the Additive, Spectral, Pitch,
Formant, Granular, Sampler, and VA buttons is available for use, depending on the audio
data specified in the source select field and the import method used, if applicable. See
Source elements overview and Import browser.
MainStage Instruments 36
Alchemy source filters in MainStage
Source components are shown only in advanced view. Click the Advanced button to switch
to advanced view, then click the A/B/C/D button to select the source you want to edit.
The source filter module provides three multimode filters, which can be configured either
in series or in parallel. The source filters let you filter each source independently. The main
filters, by comparison, process a mix of all four sources. See Main filter controls.
Tip: Though you can use filters at multiple locations in the signal path, you can attain
identical or similar results by careful use of fewer filters, which helps to reduce CPU load.
• When the source filters are configured in series, the signal passes through the three
filters, one after the other.
• When the source filters are configured in parallel, the signal is split and fed through the
three filters simultaneously.
• 1/2/3 buttons: Select each filter. The three filters are independent and can have unique
settings. The LED at the top of each button shows on (lit) or off (unlit) status.
MainStage Instruments 37
• Filter type pop-up menu and field: Choose the filter type. Use the descriptive names
Clean, Edgy, Gritty, Rich, Sharp, and Smooth to make a choice that is right for your
sound. You can step through the available filter types with the Previous and Next
buttons (the arrows).
• Ser/Par buttons: Set the filter routing configuration. Series runs from the first filter into
the second filter. Parallel runs the two filters side by side.
• Cutoff knob and field: Set the cutoff frequency for the chosen filter type.
• Resonance knob and field: Boost or cut frequencies above, below, or surrounding the
value set with the Cutoff knob. Resonance behavior varies among filter types.
• Drive knob and field: Overdrive the filter. This can lead to intense distortions and
aliasing, depending on filter type.
• Send knob: Set the level of the source output (post source filters, if used) sent to the
destinations specified with the Send pop-up menu.
• Send pop-up menu: Determine where the source output is sent (post source filters,
if used).
• F1/F2: Source output is routed to main filters (1 and 2). The balance between these
targets is set with the Send knob.
• F1/FX A/B/C/D: Source output is routed to main filter (1) and effects rack A, B, C, or
D. The balance between these targets is set with the Send knob.
• F2/FX A/B/C/D: Source output is routed to main filter (2) and effects rack A, B, C, or
D. The balance between these targets is set with the Send knob.
Note: Signals sent to effects rack A, B, C, or D destinations bypass the main filters
when the Send knob is set to the full-right position. See Alchemy effects overview.
• Source-level filtering provides the most precision and potentially the greatest sonic
impact on your sound. The downside is that source-level filtering requires more
processing resources. Processing is per voice.
• Use of the main filters is more CPU-efficient and can have significant sonic impact.
Processing is per voice.
• Effects section filters process the entire signal, rather than each voice independently.
Filtering at this stage of the signal path is often used to refine the overall sound or to
provide a performance control variation.
MainStage Instruments 38
Use an FM filter as a sound source
The FM filter produces a sine wave that is modulated by your source signal. Because the
FM process adds harmonics to the sound, the more complex the sound you feed into the
filter (and the louder it is) the more quickly the sound is distorted. FM in Alchemy is great
for aggressive sounds, but is also useful for basses and other sounds.
1. In Alchemy in MainStage, click the File button in the Name bar and choose Initialize
Preset from the pop-up menu to reset all Alchemy parameters to default settings.
Important: Use of Initialize Preset automatically turns on wide unison mode. See
Alchemy wide unison mode.
2. Switch to advanced view, then click the A button to show source A parameters.
4. Click the source A filter On button to enable the filter, then choose FM from the Filter
type pop-up menu.
5. Control-click the Frequency knob, and choose Envelope Follower > Source A.
The filter is assigned to track keyboard pitch. By default, the centered knob at 523Hz
provides a medium pitched sound that works well. If you want to change the octave,
multiply or divide by two, and round to the nearest whole number that sounds best. For
example, set the Frequency knob at 262Hz for one octave lower.
6. Adjust the modulation Depth on the filter to increase the impact the source signal has
on the sine wave generated by the FM filter, and listen to the results. For more grit,
try adjusting the Feedback control, which allows the filter output to apply modulation
to itself.
• Run multiple FM filters in series or parallel to see what best meets your needs. When
doing so, resist high initial modulation and feedback depths so you can get a feel for
the degree of control you have in shaping the overall sound.
• Use independent envelopes for the frequency and volume of your source (or on FM
filters earlier in the signal path) to hear the results this provides.
Important: Due to technical requirements, FM is often best done at the source filter
level. As you progress through the signal path, gain increases (and therefore FM)
become increasingly heavily modulated and distorted. You will find that it is easier to
work with FM at the source level than as a master filter or effect.
MainStage Instruments 39
Use a comb filter as a sound source
When making comb filters your primary sound source, you may find that longer master
envelope release settings are required for a natural feel when playing. This results in more
overlapping notes, higher polyphony, and therefore more CPU overhead. Because of this,
you may need to carefully adjust envelope release times and reduce the maximum number
of voices in the Master section.
1. In Alchemy in MainStage, click the File button in the Name bar and choose Initialize
Preset from the pop-up menu to reset all Alchemy parameters to default settings.
Important: Use of Initialize Preset automatically turns on wide unison mode. See
Alchemy wide unison mode.
2. Switch to advanced view, then click the A button to show source A parameters.
3. Click the source A filter On button to enable the filter, then choose Comb PM from the
Filter type pop-up menu.
4. Control-click the Frequency knob, and choose Envelope Follower > Source A.
The filter is assigned to track keyboard pitch. By default, the centered knob at 523Hz
will provide a medium pitched sound that works well. If you want to change the octave,
multiply or divide by two, and round to the nearest whole number that sounds best. For
example, set the Frequency knob at 262Hz for one octave lower.
5. Control-click the Volume knob for source A (choose the lowest feasible level), and
assign a New AHDSR from the menu.
6. Set up an envelope for your impulse signal to excite the comb filter. You can choose any
impulse type, from VA noise to resynthesized samples. The aggressive nature of FM
also makes this a good choice of impulse for comb filters.
The impulse requires its own envelope, separate from the master or any envelope you
have controlling the comb. The best settings for the envelope depend on the needs of
the sound, but a good rule of thumb is to start with zero attack, zero hold, a very short
decay, zero sustain, and zero release. This provides a quick spike that starts comb
movement and allows the remainder of sound generation be handled by the comb itself.
Tip: The chosen impulse can have a large impact on the tone so it is worthwhile
experimenting with different sound sources. One approach is to import a sample with a
strong initial attack using the Additive import method, then use the Additive Harmonic
effect knobs to adjust the tone. These controls plus comb filtering can provide
numerous fast and easy adjustments, letting you dramatically alter the perceived
hardness, material, and tone of your modeled sound. You can also import a drum loop
and set it to sustain with Continuous Loop mode. Because drum loops typically contain
short bursts of sound that vary in tone, they work well with comb filters.
7. Use the Damp control to reduce ringing or other artifacts in the sound, if required.
MainStage Instruments 40
Alchemy source elements overview in MainStage
Source components are shown only in advanced view. Click the Advanced button to switch
to advanced view, then click the A/B/C/D button to select the source you want to edit.
Each source can make use of multiple synthesis elements that operate on different functional
principles. You can use a synthesis method independently, or you can combine multiple
synthesis types by turning on all required elements. For example, you can combine granular
synthesis with virtual analog synthesis, or additive synthesis with spectral synthesis. Each
synthesis method has inherent strengths and weaknesses, making them more suitable for
certain sound types than other synthesis engines. If you’re new to synthesis or are unfamiliar
with different synthesis approaches, see Synthesizer basics overview.
The Additive, Spectral, Pitch, Formant, Granular, Sampler, and VA buttons on the source
subpage show synthesis engine parameters. Not all of these buttons are available for
use at any one time. The combination of active buttons updates to reflect the audio
data specified in the source select field and the import method used, if applicable.
See Import browser.
• VA element controls
MainStage Instruments 41
Alchemy additive element controls in MainStage
Source components are shown only in advanced view. Click the Advanced button to switch
to advanced view, then click the A/B/C/D button to select the source you want to edit.
The parameters in this section are shown when the Additive button is active in a source
subpage. The additive element controls also include a number of additive effects. See
Additive element effects.
• Sine/Complex buttons: Use Sine to resynthesize each partial with a sine wave. Use
Complex to choose a resynthesis waveform from the Shape pop-up menu.
Sine mode results in the most accurate resynthesis of the original sample and makes it
easy to work with the additive effects and formant controls. In Complex mode, choosing
any non-sine waveform can have a dramatic and often unusual effect on the overall
timbre of the sound.
Note: The additive effects and formant controls are named on the assumption that each
partial is a sine wave. If one of the complex waveforms is used, the Pulse/Saw knob and
formant shape selectors behave in a more complex manner. To simplify working with
these controls, it is recommended that the Sine option is chosen in most cases.
• Shape pop-up menu: Choose a waveform used to resynthesize each partial in your sound.
• Volume knob: Set the output level of the additive element within the source. When
multiple elements are used in a source, use this control to set the relative level of
the additive component.
• Num Partials knob: Set the number of additive partials that are generated (up to 600).
The number of oscillators required depends on the sound. For example, a flute has a
limited number of harmonics and requires fewer partials than a cello or a violin. The
playable register can also affect the number of oscillators required: high notes will
accommodate only a small number of higher harmonics before reaching the limits of
audibility, while low bass notes may have hundreds of harmonics without reaching the
limit. Alchemy automatically sets a suitable Num Partials value when re-synthesizing
additive data from imported audio files. You can reduce this value in some cases, but
removing higher partials can cause unwanted changes to certain sounds.
Note: The additive engine processes partials in groups of four. Set the Num Partials
parameter to a multiple of four to achieve the best compromise between CPU load and
sound quality. Always set Num Partials to the lowest number of partials that are required
by the sound because this helps to reduce CPU load.
MainStage Instruments 42
• PVar knob: Tune all partials simultaneously. This occurs before processing by the
additive effects modules which stretch/shift partial tunings. Set to 0% to tune all
partials in a perfect harmonic series. Set to 100% to make each partial follow the pitch
fluctuations detected in the original audio file. The sonic impact of this parameter is
highly dependent on the audio material: sounds with strong inharmonic content such
as bells are dramatically changed by reducing pitch variations. If all partials are tuned
to the harmonic series, however, the knob has no influence on the sound.
The pitch variation knob is most useful when dealing with resynthesized audio. For
example, if you analyze a vocal sample recorded with vibrato, this knob lets you reduce
the vibrato depth, or remove it entirely with a setting of zero. Removing all pitch
variations from a vocal can result in a synthetic, artificial character.
• Sym knob: Alter the symmetry, or shape, of sine waves by lengthening the first half of
the waveform while shortening the second, or the reverse. The audible effect is similar
when the knob is turned in either direction. Symmetry alters waveforms until they are
no longer pure sine waves in shape, resulting in each partial developing independent
harmonics and making the sound brighter.
Important: Use of Initialize Preset automatically turns on wide unison mode. See
Alchemy wide unison mode.
2. Click a source select field, then choose Import Audio from the pop-up menu.
3. In the Import browser, click the Additive button to change the analysis mode.
Single notes with a strong harmonic character tend to work well. A good source of such
files is the Vocals subfolder of the EXS Factory Samples folder.
5. Play the file up and down the keyboard and reduce the value of the Num Partials knob to
remove upper harmonics. Note that when playing higher notes you will need to turn this
knob down further before you hear it start to take effect.
6. Reduce the PVar knob value to remove all pitch variations and force all partials to a
perfect harmonic series. A PVar value of zero completely removes any vibrato or pitch
changes in the source sound.
7. Adjust the Sym knob value to change the symmetry of source sine waves, and note the
extra brightness that is introduced by new harmonics that are generated.
MainStage Instruments 43
Alchemy additive element effects in MainStage
Source components are shown only in advanced view. Click the Advanced button to switch
to advanced view, then click the A/B/C/D button to select the source you want to edit.
Three effects units are available in the lower half of the additive parameters shown in the
source subpage. See Additive element controls. These are not audio effects in the traditional
sense; rather they provide ways to control entire groups of partials simultaneously. Each
unit provides a different selection of effects. Unit 1 is devoted to amplitude effects, unit 2
to pitch effects, and unit 3 to panning effects.
The initial configuration of the effects units changes when you use the default preset and
when you import a sample. A preset with initialized settings loads the Pulse/Saw module
into unit 1. A sound with an imported sample loads the Harmonic module into unit 1.
Note: Some effects are included only for compatibility with older Alchemy versions. These
effects are shown when a preset based on the older Alchemy architecture is loaded, but
you cannot see, nor insert, these “legacy” effects in new presets or in presets designed
for the new Alchemy architecture.
WARNING: Turning off additive effects modules, particularly additive effect 1, can result
in a significant level increase. It is best to turn down your amplifier or mixer levels to
avoid signal spikes that may damage your speakers or hearing.
• Additive effect 1 pop-up menu and field: Choose an effect type that is used to adjust
the levels of different partial groups. Your choice determines the controls that are
shown. Choosing None results in an equal volume level for all partials, which can
sound extremely bright and harsh.
• Fundamental knob: Set the level of the fundamental tone and all partials above it.
Set to zero to completely remove the fundamental tone. Set to 100% to hear the
fundamental tone in isolation. Higher values tend to make the sound thicker.
• Octaves knob: Set the level of the fundamental tone and all partials at whole octave
intervals above it. Set to zero to completely remove harmonics 1, 2, 4, 8, 16, and
so on, while boosting the levels of non-octave harmonics. Set to higher values to
boost the levels of octave harmonics while reducing the levels of other harmonics.
MainStage Instruments 44
• Odd/Even knob: Set the balance between odd or even harmonics. Low values
increase the level of odd-numbered partials (1, 3, 5, 7, and so on), making the
sound more hollow. High values increase the level of even harmonics (retaining
the fundamental tone: harmonic/partial 1) to make the sound brighter and sweeter.
• Fifths knob: Set the level of the fundamental tone and all partials at fifth intervals
(7 semitones) above it. Higher values boost harmonics 1, 3, 9, 27, and so on, with
a corresponding reduction in the levels of other harmonics. Low values have the
reverse effect and can make the sound more cutting and edgy.
• Pulse/Saw: Scales partial levels to make higher partials softer than low partials.
Loaded by default when no sample has been imported into the additive element
of the source.
• Pulse/Saw knob: Set the mix ratio between a pulse wave and a sawtooth wave,
created by summing sine wave partials tuned to a harmonic series. Turn toward
Pulse to mute even harmonics. Note that if one of the complex waveforms is
used, the Pulse/Saw knob behaves differently.
• Sync knob: Enable oscillator sync and set the pitch that the main oscillator is
synchronized with.
• Odd/Even knob: Set the balance between odd or even harmonics. Low values
increase the level of odd-numbered partials 1, 3, 5, 7, and so on, making
the sound more hollow. High values increase the level of even harmonics
(retaining the fundamental tone: harmonic/partial 1) to make the sound
brighter and sweeter.
• Tone knob: Tilt the overall spectrum from flat to steeply angled, affecting the
tonal color.
• Rate knob: Set the rate at which the noise value is changed.
• Smooth knob: Set a response that varies between an instant change at each new
value through to a gradual ramp over the entire time period.
• Tone knob: Tilt the overall spectrum from flat to steeply angled, affecting the
tonal color.
• Additive effect 2 pop-up menu and field: Choose an effect type that is used to
adjust the tuning of different partial groups. Your choice determines the controls
that are shown.
• Amount knob: Set the amount of detuning for selected partials. The range of this
knob is determined by the position of the Tuned knob.
• Partial knob: Define the pattern of (groups of) partials affected. Set to 2 to
limit the detuning affect to only partials 2, 4, 6, 8, and so on; set to 3 to apply
detuning to only partials 3, 6, 9, 12, and so on. Higher values affect fewer partials,
which in turn changes the impact of the Amount knob, making it more subtle.
MainStage Instruments 45
• Tuned knob: Set the range for the Amount knob. This knob behaves like a switch.
On: At the zero position, the selected partial is tuned down to the pitch of the
second partial below. When the Amount knob is at 100%, the selected partial
is unaffected.
Off: At the zero position, the selected partial is tuned down to the pitch of the
second partial below. When the Amount knob is at 100%, the selected partial
is tuned up to the pitch of the next partial above.
• Amount knob: Stretch the tuning of all partials equally. Higher values increase
the intervals between partials and shift higher partials upward. Lower values
decrease the intervals between partials and shift higher partials downward. This
is a quick way to tune upper partials without the need to manually edit partial
pitch values in the additive editor. See Additive edit window overview.
• String knob: Stretch the tuning of higher partials more intensely than lower
partials. Small increases can result in a subtle sweetening of the sound without
altering its basic character. Larger increases can add an inharmonic, metallic, or
bell-like quality to upper partials. Modulate this parameter with an envelope to
add a plucked string type articulation to the start of a note.
• Shift: An unusual frequency shifter type effect that moves all partials up or down
by the same amount in hertz, thereby breaking the harmonic relationships between
them. In a sound with a fundamental frequency of 220 Hz and a second harmonic an
octave higher at 440 Hz, an upward frequency shift of 100 Hz results in partials at
320 Hz and 540 Hz, with the second partial no longer an octave higher than the first.
This effect type can radically alter the harmonic structure, leading to inharmonicities
and atonalities, in addition to a perceived change of the fundamental pitch.
• Pitch knob: Set the amount of shift for the first harmonic. All subsequent partials
are shifted by the same amount in hertz rather than in semitones because this
would result in a simple pitch change. Defining the frequency shift in this way
retains a consistent timbre as you play up and down the keyboard.
• Freq knob: Define a static shift in hertz. Because the shift does not track the
keyboard, the timbre of the resulting sound changes from note to note. When
combined with another harmonic sound (in the VA section, for example), small
shifts can create beating, chorus-type effects between the source elements.
• Magnet: Allows you to shift the tunings of all partials toward a specified target
pitch. This can lead to unusual effects and can result in dramatic transformations
of the sound.
• Amount knob: Specify the amount of pitch shift as a percentage. At 100%, all
partials are set to the pitch determined by the Pitch knob. At 50%, all partials are
moved halfway to the target pitch. Subtle use of this parameter can turn harmonic
pitched sounds into atonal bell-like timbres, for example.
• Pitch knob: Set the target pitch. All partials are shifted toward the target when the
Amount knob is rotated. At low positions, partial pitches shift down. Toward 100%,
partial pitches shift up. At 50%, high partial pitches shift down and low partial
pitches shift up. Adjust the knob to balance the shift and to control the brightness
of any atonal, inharmonic elements that may be introduced to the sound.
MainStage Instruments 46
• Noise: Applies noise to shift the tunings of partials. This can lead to chaotic effects.
• Rate knob: Set the rate at which the noise value is changed, with a smooth ramp
of pitches between these points.
• Smooth knob: Set a response that varies between an instant change at each new
value through to a gradual ramp over the entire time period.
• Min. Partial knob: Set the amount that noise affects low or high partials by
specifying the minimum partial that is altered by the effect.
• Additive effect 3 pop-up menu and field: Choose an effect type that is used to process
the output of the additive element.
• Auto Pan: Modulates the pan positions of all partials from left to right in a
regular pattern.
• Ramp knob: Set the panning amount for lower partials. This can create a
subtle widening of the sound, with less obvious left to right movement in
the lowest partials.
• Cycles knob: Set phase differences between partials. At zero, all partials are
in-phase. Higher values lead to a finer, more subtle and complex effect.
• Damp knob: Set the duration of each dip (or notch) in the comb.
• Freq knob: Set the frequency of the filter. The range is from 16 Hz to 20 kHz.
• Low Mid knob: Set the amount of lower mid frequency cut or boost.
• High Mid knob: Set the amount of upper mid frequency cut or boost.
• LP - HP knob: Set the shape of the filter blending between a low pass, band pass,
and high pass filter.
• Cutoff knob: Set the cutoff frequency. The range is from 16 Hz to 20 kHz.
• Res knob: Adjust the level of frequencies surrounding the cutoff frequency.
MainStage Instruments 47
• Spread: Modulates the pan positions of all partials to create a wide pseudo-stereo
effect. Partials are panned left to right in a regular pattern, with every second partial
position inverted.
• Ramp knob: Set the panning amount for lower partials. This can create a
subtle widening of the sound, with less obvious left to right movement in
the lowest partials.
• Cycles knob: Set phase differences between partials. At zero, all partials are
in-phase. Higher values lead to a finer, more subtle and complex effect.
• Strum: A filter that modulates the amplitudes of partials to create interesting effects,
some of which can be reminiscent of guitar strumming.
• Partial knob: Select the partial (number) that you want to set to full amplitude.
Modulating the partial number can create rhythmic melodic effects.
• Release knob: Set the release (or decay) time for the selected partial. Shorter
release times and slower modulation of the partial number can create strumming
of partials.
• Width knob: Set the number of partials in a range surrounding the selected
partial.
• Ripples: Applies a sine wave to the amplitude of partials, resembling waves or ripples
in water.
• Period knob: Set the number of partials over which one full cycle of the sine wave
is applied. For example, a value of 10 applies a sine wave shape over partials 1-10,
11-20, 21-30, and so on.
• Phase knob: Set the phase of the sine wave. Modulate this with a ramp up LFO for
smooth sound changes.
The parameters in this section are shown when the Spectral button is active in a source
subpage. Two Spectral element effects units are available in the lower half of the spectral
parameters shown in the source subpage.
Note: You must first perform a sample import with a spectral analysis or draw in the
Spectral edit window before you can use any of the spectral engine parameters. See
Import browser and Spectral edit window.
MainStage Instruments 48
Spectral resynthesis analyzes the changing frequency spectrum of a signal and attempts to
recreate these spectral characteristics. In Alchemy, the audible spectrum of a signal is split
into a large number of spectral bins. Energy distribution across these bins is analyzed and
the sound is recreated by filling each spectral bin with the required amount of signal, using
either sine waves or filtered noise. The results are then summed.
• Pitch/Noise buttons: Use Pitch to fill spectral bins with sine waves. Use Noise to
fill spectral bins with filtered noise. The chosen audio import mode automatically
changes the state of these buttons, but you are free to change this to meet the
sound’s requirements.
• Spectral import: Enables only the spectral element and sets the mode to pitch.
The spectral bins are filled with sine waves, which is generally the best choice to
recreate the entire original signal. Noise mode can be useful for transforming normal
speech into whispering, for example.
• Add+Spec import: Enables both the additive and the spectral engines. The spectral
engine is used only to recreate noisier aspects of the sound because this is not a
strength of additive resynthesis. In this case, the mode is set to Noise.
• Volume knob: Set the output level of the spectral element within the source. When
multiple elements are used in a source, use this control to set the relative level of the
spectral component.
• Low Cut knob: Set a cutoff frequency. All signals above this frequency are allowed to
pass. Signals below the frequency are cut.
• High Cut knob: Set a cutoff frequency. All signals below this frequency are allowed to
pass. Signals above the frequency are cut.
The Low Cut and High Cut parameters work in conjunction with each other to act as a
bandpass filter, where signals that fall within the two cutoff ranges are allowed to pass.
MainStage Instruments 49
Alchemy spectral element effects in MainStage
Source components are shown only in advanced view. Click the Advanced button to switch
to advanced view, then click the A/B/C/D button to select the source you want to edit.
Alchemy spectral element effects provide a number of creative options in the spectral
synthesis engine. Two effects units are available in the lower half of the spectral
parameters shown in the source subpage. See Spectral element controls for information
on other spectral element parameters.
Note: You must first perform a sample import with a spectral analysis or draw in the
Spectral edit window before you can use any of the spectral engine parameters. See
Import browser and Spectral edit window.
• Spectral effect pop-up menus and fields: Choose a spectral effect type. See spectral
effect descriptions below.
• Mix knob: Set the balance between the original signal and the processed sound. This
parameter is common to all spectral effect types.
• Parameter knob 1: Set the value for the parameter assigned to the chosen spectral
effect. The parameter name and function vary with each effect type.
• Parameter knob 2: Set the value for the parameter assigned to the chosen spectral
effect. The parameter name and function vary with each effect type.
• Parameter knob 3: Set the value for the parameter assigned to the chosen spectral
effect. The parameter name and function vary with each effect type.
MainStage Instruments 50
Bloom
Bloom produces a burst of frequencies based on the source sound. Note that this effect
requires a small amount of calculation time to collect and release a group of frequencies.
As a result, there may be a gap between playing a note and hearing the effect.
Tip: Try single note samples with a strong initial attack, such as a piano, and set Mix to
a value that introduces the effect as part of the tail of the sound.
• Mix knob: Set the balance between the original signal and the processed sound.
• Threshold knob: Set the amount of lower amplitude frequencies heard in the effect.
• Attack knob: Set the time it takes for effect-generated frequencies to fade in.
• Shift knob: Move the emphasis of the effect from lower harmonics (negative values) to
higher harmonics (positive values). When centered (0), the original frequency balance
is used.
Blur
Blur produces a frequency blurring effect.
Tip: Try a melodic loop with pitch variations to best hear the impact of this effect.
• Mix knob: Set the balance between the original signal and the processed sound.
• Length knob: Set the time period that frequencies are sustained (blurred over time).
• Variance knob: Set the degree of variation for frequency selection (frequencies that
are blurred).
• Gate knob: Determine the impact of the source sound envelope on the effect and the
number of audible frequencies. For example, when used on a loop, higher settings
produce a simplified sound with more frequent gaps in the effect output.
Cloud
Cloud produces what might best be described as a cloud of frequency grains, resulting in a
textured chorus effect.
• Mix knob: Set the balance between the original signal and the processed sound.
• Attack knob: Set the time it takes for frequencies emphasized by the Threshold setting
to fade in.
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Gate
Gate is best described as a combination of a square wave LFO and envelope follower
modulation for frequencies in the spectrum. Depending on your settings and source
material, this can either produce a choppy sound or a smoother one.
Tip: Drum loops are an ideal starting point when learning uses for this effect.
• Mix knob: Set the balance between the original signal and the processed sound.
• Threshold knob: Set the amount of lower amplitude frequencies that are allowed to
pass through the gate. This reduces detail and enhances prominent frequencies in
the source.
• Attack knob: Set the time it takes for effect-controlled frequencies to fade in.
• Decay knob: Set the time it takes for effect-controlled frequencies to fade out.
Glide
Glide creates adjustable, repeating upward filter sweeps that are based on the source
content. Note that this effect requires a small amount of calculation time before the
results of your adjustments are heard.
Tip: Sources with wide frequency ranges produce a more pronounced filter sweep
sound, whereas sources with limited frequencies can result in unique melodic drones
as narrow filters sweep across their ranges.
• Mix knob: Set the balance between the original signal and the processed sound.
• Width knob: Set the width of the filter (the frequency range, or band, affected by
the filter).
Freq Shift
Freq(uency) Shift moves the spectral bins higher or lower in the spectrum, reducing
the level of (or entirely dropping) some frequencies while emphasizing others. This is
a powerful sound design tool that can dramatically alter the sound and can introduce
inharmonic overtones.
Tip: Try single note samples with a strong initial attack, such as a piano, and blend the
mix level so that the effect comes in as part of the tail of the sound.
• Mix knob: Set the balance between the original signal and the processed sound.
• Shift knob: Move bins up (positive) or down (negative) the frequency spectrum. Start
with small adjustments because this parameter has a wide range.
• LP Cutoff knob: Set the cutoff frequency. Higher frequencies are attenuated.
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Freq Stretch
Freq(uency) Stretch is an unusual and powerful effect in that spectral peaks are shifted
based on a combination of the Alpha and Beta knobs, resulting in a series of inharmonic
stretches and randomizations.
Tip: This effect is highly dependent on the available frequency range in the imported
sample. For example, the Alpha and Beta knobs are useful across the entire range with
drum loops, whereas the most useful Alpha and Beta ranges are small positive or negative
deviations from the center position when used with spoken vocals.
• Mix knob: Set the balance between the original signal and the processed sound.
• Beta knob: Set the frequency range of the effect. A setting of 1 (centered) is closest to
the source sound.
Metallize
Metallize produces classic comb filter style effects.
Tip: Experiment with drum loops to clearly hear the impact of the controls.
• Mix knob: Set the balance between the original signal and the processed sound.
• Feedback knob: Set the intensity of the effect. Higher settings emphasize harmonics,
creating metallic resonances.
Shimmer
Shimmer sweeps the frequencies to varying degrees and speeds, imparting either slow
frequency shifts or fast shimmering sounds.
Tip: Try pure organ samples to clearly see the results of the effect in the realtime
spectrogram display, particularly at moderate rate settings.
• Mix knob: Set the balance between the original signal and the processed sound.
• Feedback knob: Adjust to introduce resonant, metallic harmonics that are reminiscent of
sounds that can be attained with comb filters.
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Shuffle
Shuffle randomly rearranges blocks of bins, resulting in an increasingly abstract and
scattered sound.
Tip: Import a bell sample, and start with very low settings to see and hear the impact of
controls on the sound.
• Mix knob: Set the balance between the original signal and the processed sound.
• Factor knob: Set the number of blocks (of bins) that you want to shuffle.
• Range knob: Set the distance (number of bins) that you want to move each block.
• Bins knob: Set the number of bins contained in each block. Note that bins are numbered
(and selected) sequentially.
Smear
Smear averages between blocks of frequencies to create a smoother, more consistent
sound. It delivers different results to the Blur effect.
Tip: Try melodic loops that have pitch variations to showcase this effect.
• Mix knob: Set the balance between the original signal and the processed sound.
• Smooth knob: Set the number of frequency blocks to smooth between. Higher settings
have less sonic variation, so make small changes.
• Phase On: Enable to preserve the original phases of the source sound. This natural
variation in the sound provides a more organic cloud-like effect. Disable to lock the
phases of the source, resulting in a tight, metallic sound.
The parameters in this section are shown when the Pitch button is active in an additive or
spectral source subpage.
MainStage Instruments 54
Pitch correction parameters
• On/off button: Enable or disable pitch correction.
• Amount knob: Set the intensity of pitch correction. Higher values result in
stronger correction.
• Speed knob: Set the delay time before pitch correction occurs, following a change in
the pitch of the sound. This is shown as a percentage.
• Pitch pop-up menu and field: Choose a criteria that snaps all pitches to the
chosen value.
The parameters in this section are shown when the Formant button is active in an additive
or spectral source subpage.
When audio is imported into the additive or spectral engines with the Formant option
enabled, the signal is analyzed and resonances in the original signal are extracted and
converted into a formant filter shape. See Import browser.
The formant filter scales the amplitude of additive partials or spectral bins over time to
recreate the characteristic resonances of the instrument, rather than processing the audio
signal like a conventional filter.
MainStage Instruments 55
Formant filter analyzed parameters
The analyzed controls work only if you enable the Formant button in the Import browser
when importing your audio files. This more detailed analysis attempts to determine the
resonant frequencies of the source audio data.
• Shift knob: Shift the formant filter up or down in semitones. Higher values can make
sounds seem brighter or thinner. Lower values can create a darker, thicker character.
• KTrack knob: Determine how the formant filter tracks notes on the keyboard. At 100%,
filter resonances shift up or down in pitch with the note. Set to lower values to reduce
key tracking which may make some sounds playable over a wider keyboard range.
• Size knob: Stretch the formant filter to change the perceived size of the resonant
chamber. Use this parameter to alter the size of a guitar body or to make a child’s vocal
sample sound like that of a giant, for example. The Size knob works in conjunction with
the Center parameter.
• Center knob: Set the center frequency for formant stretching (controlled with the Size
knob). Resonances below the center frequency are shifted upward as the Size knob
value is increased. A corresponding downward shift occurs to resonances above the
center frequency.
Note: The Center knob has no effect when the Size knob is set to 100%.
• Smooth knob: Set the rate of change for the formant filter. High values smooth and slow
down formant changes. Low values exaggerate and speed up changes. Low values can
also introduce an unusual “chattering” distortion that may be suitable for drum sounds.
• Shift knob: Shift all synthesized formant filters up or down in semitones. Higher
values can make sounds seem brighter or thinner. Lower values can create a darker,
thicker character.
• Size knob: Stretch the formant filter to alter the perceived size of the resonant chamber.
Size works in conjunction with the Center knob.
• Center knob: Set the center frequency for the formant stretch set with the Size
knob. Resonances below the center frequency are shifted upward as the Size
value is increased. A corresponding downward shift occurs to resonances above
the center frequency.
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• Select knob: Morph smoothly through the four filter units. The displayed value indicates
position. Whole numbers indicate a particular filter unit, and fractional values indicate a
position between filters.
• Filter type pop-up menus and fields: Choose the filter type used in each of the four
formant filters. You can step through the available filter types with the Previous and
Next buttons (the arrows).
• Off: Passes the original data, as if the synthesized section were turned off. Assign
this type to use one of the four filter units as a bypass. Adjust the Select knob to
quickly disable synthesized formant processing.
• Comb filters: Comb filters are so-named because they create a distinctive comb-like
pattern of boosts and cuts in the frequency spectrum, arranged in a harmonic series.
• Comb Neg: The position of the first harmonic is determined by the Shift knob.
The Size knob can be used to stretch the pattern of cuts and boosts up or down
the frequency spectrum, or both, depending on the setting of the Center knob.
The negative filter name is used because it recreates the effect of a phase-
inverted delayed signal that boosts only odd harmonics, resulting in a
hollow sound.
• Comb Pos: This filter emulates the effect of mixing in a positive phase delayed
copy of the original signal, resulting in a boost of both even and odd harmonics.
This filter has a brighter sound than the negative comb filter.
• Metal Combs: The Brass, Iron, Steel, and Tin comb filter variants provide a
distinctive tonal coloration that emphasizes different harmonics in the frequency
spectrum. To help you visualize these differences, the “teeth” (harmonics) on
the comb are of varying thicknesses and are spaced at different intervals in each
filter. Experiment with each comb to determine the best choice for your sound.
• Classic and Parallel filters: The classic variants are two-pole designs. The parallel
filters are multipole designs.
• Band Pass: A bandpass filter with a gentle slope. Signals above or below the set
center frequency are attenuated.
• High Pass: Emulates a two-pole highpass filter that gently reduces the levels
of lower frequencies. The Shift knob sets the cutoff frequency. The Size knob
changes the filter slope.
• Low Pass: Emulates a two-pole lowpass filter that gently reduces the levels of
higher frequencies. The Shift knob sets the cutoff frequency. The Size knob
changes the filter slope.
• Notch: A filter that attenuates a narrow band of frequencies near the set
frequency. The frequency band can be moved up or down the frequency
spectrum with the Shift knob. The Size knob sets the width of the band (notch).
• Peak: A filter that boosts a narrow band of frequencies around the set frequency.
The frequency band can be moved up or down the frequency spectrum with the
Shift knob. The Size knob sets the width of the band.
MainStage Instruments 57
• Vowel Bright, Classic, and Smooth filters: Bright vowel sounds contain more high
frequency content and are the most aggressive-sounding. Classic vowel sounds
are warmer, and are similar to synthesizer vowel sound filtering. Smooth variants
are more natural-sounding vowel shapes with a gentler filter slope.
Tip: Most of the “vowel” filters are not strictly designed to create that exact
vowel. Each Bright, Classic, and Smooth vowel filter is more of a unique variation on
that general sound, with not only brightness differences, but also overall character
differences. Additionally, any vowel filter can be independently modulated, alone or
in conjunction with Select knob morphing between filters (even from mismatched
sets). Use these facilities to dramatically expand your filtering options.
• Vowel A: Mimics a set of vocal chords to impose an “a” vowel sound on the audio.
Each variation of this complex filter shape has prominent peaks at different
frequencies. It is, generally speaking, an open-sounding filter.
• Vowel E: Mimics a set of vocal chords to impose an “e” vowel sound on the audio.
Each variation of this complex filter shape has prominent peaks at different
frequencies. It is, generally speaking, an open-sounding filter.
• Vowel I: Mimics a set of vocal chords to impose an “i” vowel sound on the audio.
Each variation of this filter shape has prominent upper midrange peaks and a
further low-mid peak, making this filter sound thinner and less open than the “a”
and “e” vowel filters.
• Vowel O: Mimics a set of vocal chords to impose an “o” vowel sound on the audio.
This filter shape has gentler midrange and upper midrange peaks with a dominant
low-mid resonance. The result is a rounder sound with less brightness and
presence than the vowel types above.
• Vowel U: Mimics a set of vocal chords to impose a “u” vowel sound on the
audio. This filter shape has gentler midrange and upper midrange peaks with a
prominent low-mid resonance. The “u” filter variants also emphasize higher-range
content around 7 and 8 KHz, for example, making them sound thinner than the
“o” filter.
2. Select source A, then click the source select field and choose Import Audio from the
pop-up menu.
3. In the Import browser window, click the Additive and Formant Import Mode buttons.
4. Navigate to the Guitars subfolder in the EXS Factory Samples folder, and choose a
single guitar sample.
5. When loading is complete, click the Formant button to the right side of the source A
window. Note that the upper Analyzed section is turned on.
6. Adjust the Shift knob to move resonances up or down in frequency and to change
the timbre. Small amounts of Shift variation work well for subtle changes: try a few
semitones in either direction.
MainStage Instruments 58
7. Play some very low notes, then some very high notes. Gradually turn down the KTrack
knob to reduce key tracking for the formant filter, and note the difference when you
replay the high and low notes.
8. Adjust the Size knob value to change the apparent size of the guitar body. Also adjust
the Center knob value, and note the effect it has on the tone of the resulting larger or
smaller guitar body.
Important: Use of Initialize Preset automatically turns on wide unison mode. See
Alchemy wide unison mode.
2. Select source A, then click the source select field and choose Import Audio from the
pop-up menu.
3. In the Import browser window, click the Spectral and Formant Import Mode buttons.
4. Navigate to the Loops subfolder in the EXS Factory Samples folder, and choose a
drum loop.
5. When loading is complete, click the Formant button to the right of the source A window.
Note that the upper Analyzed section is turned on.
6. Adjust the Size knob value to make the drums seem bigger or smaller.
7. Adjust the Smooth knob value to alter the rate of change for the formant filter. Higher
values smear the timbre of one drum into the next. Lower values exaggerate changes
and create an unusual distortion near the bottom of the knob range.
Important: Use of Initialize Preset automatically turns on wide unison mode. See
Alchemy wide unison mode.
2. Select source A, then turn off the oscillator in the VA section to the right.
3. Click the Additive button, and turn on the additive section. You will hear an additive
sawtooth sound if you play some notes.
4. As an option, increase the Num Partials value. This helps to prevent the sound
becoming dull if played in lower registers.
5. Click the Formant button, and turn on the lower Synthesized section. Play a few notes
to hear the “a” vowel sound that is imposed on the sawtooth wave.
6. Increase the Select knob value, and play a few notes. Note how the vowel sound morphs
to an “e,” then an “i,” then finally a “u” at 100%.
7. Reduce the Select knob value, then modulate it with a new AHDSR envelope (AHDSR2),
and leave the depth at +100%.
8. Set Sustain to zero for the AHDSR2 envelope. Note the “yeah” articulation this creates
as you play each note.
9. Increase the Attack time for the AHDSR2 envelope. Note the “aya” type articulation this
creates as you play each note.
MainStage Instruments 59
10. Adjust the Shift knob, the Size knob, and the Center knob, to explore the different
timbres available.
11. Switch the order of vowels in the four pop-up menus, and also load different filter types
such as Comb.
The parameters in this section are shown when the Granular button is active in a source
subpage. The Granular section is available only when you import an audio sample using
either granular or sampler mode. See Import browser.
Note: The sampler and granular engines are mutually exclusive: you can use one or the
other within a single source, but not both together. You can, however, enable further
sources if both engines are required simultaneously.
Grains can be reordered, time stretched, and pitch shifted. This provides an inexhaustible
supply of potential raw material to use as the basis of your sounds.
• Volume knob: Set the volume of the granular element, independent of other
source elements.
• Size knob: Adjust the duration of each grain from 2 msec to 230 msec.
MainStage Instruments 60
• Density knob: Determine the number of potentially overlapping grains from 1 (no
overlap) to 10.
The Size and Density parameters interact with each other. When the Density value is 1,
a single grain is sent to the output stream. As soon as one grain finishes, the next one is
sent. A Size value of 100 msec sends a new grain every 100 msec.
Increasing Density to 2 adds a second grain that is sent in between those of the first,
resulting in a new grain every 50 msec, assuming a Size value of 100 msec. The first
and second grains overlap each other. Higher Density values inject additional new
grains into the output stream. These new grains occur more frequently and overlap
more heavily.
Setting Size to around 100 msec and Density to around 5 grains is often suitable for
smooth pad sounds with no sharp transients. Setting Size between 40 and 80 msec
and Density to around 2 grains is useful for drums and other sounds featuring sharp
transients. Small Size values tend to produce a buzz that masks the original pitch of
the sample. Large Size values tend to break up the sound. You can counteract both
tendencies by increasing the Density.
Note: Also important to the Size and Density parameters is the shape chosen in the
Grain Shape pop-up menu. This can have a significant or subtle impact on sonic
artifacts that may be introduced in the stream of grains.
• RTime knob: Add a small random offset to grain extraction positions in the sample.
The default value is 3% because a small amount of randomization helps to smooth the
output of the granular element.
• RPan knob: Add a random offset to the stereo position of each grain. The source Stereo
button must be on for RPan to have an effect.
• Num Taps knob: Set the number of taps (up to 8). Taps retrigger the attack phase of
the source.
Note: Taps that fall within a looped area are retriggered on each loop cycle.
• Tap Spacing knob: Set the spacing between the specified number of taps. Values are
shown as a percentage of the overall sound duration. Set to 100% to evenly space taps
across the entire sound duration. Set to 50% to trigger more closely spaced taps that
start at the halfway point of the sound. Set to zero to trigger taps in quick succession
at the sound end point.
• Stereo Offset knob: Offset the stereo position to create a wider sound. The source
Stereo button must be on for Stereo Offset to have an effect.
• Grain Shape pop-up menu and field: Choose the envelope shape that is applied to each
grain. At a basic level, this applies a small fade-in and fade-out to each grain, but some
shapes may have a more significant impact, depending on the current Size and Density
values (and the source material). You can also step through the available grain shapes
with the Previous and Next buttons (the arrows).
This function is primarily intended to reduce or remove glitches, clicks, and crackles in
the playback of a stream of grains, but it can introduce buzzy gaps between grains and
can affect the tonality of grains. The effect of the chosen grain shape can also be quite
subtle in many cases, particularly when you avoid extreme Size and/or Density values.
There are no fixed rules when it comes to the choice of grain shape, given the infinite
variety of source audio material. Therefore, you may want to experiment to achieve the
required results.
MainStage Instruments 61
Alchemy sampler element controls in MainStage
Source components are shown only in advanced view. Click the Advanced button to switch
to advanced view, then click the A/B/C/D button to select the source you want to edit.
The parameters in this section are shown when the Sampler button is active in a source
subpage. The sampler section is available only when you import an audio sample using
either granular or sampler mode. See Import browser.
The sampler section allows audio files, known as samples, to be played directly. Samples
played at a higher pitch than the original play back at a faster speed. Samples played
at a lower pitch than the original play back at a slower speed. The sample waveform is
displayed in the center. A progress bar indicates the current playback position for the
most recently triggered note.
Note: The sampler and granular engines are mutually exclusive: you can use one or the
other within a single source, but not both together. You can, however, enable further
sources if both engines are required simultaneously.
• Volume knob: Set the output level of the sampler element within the source. When
multiple elements are used in a source, use this control to set the relative level of the
sampled component.
• Reverse button: Turn on to play samples backwards. If the loop mode in the main source
section is set to Forward/Back, enabling this parameter also reverses the loop playback
order. See Source subpage controls.
MainStage Instruments 62
The parameters in this section are shown when the VA (Virtual Analog) button is active in a
source subpage.
• Oscillator on/off button: Enable or disable the main oscillator. When you click the Name
bar File button, and choose Initialize Preset from the pop-up menu to initialize Alchemy
to default settings, the VA element is automatically enabled.
Important: Use of Initialize Preset automatically turns on wide unison mode. See
Alchemy wide unison mode.
• Wave pop-up menu and field: Choose an oscillator waveform. Basic saw, sine, square,
and triangle and many specialized waveforms are provided. You can also step through
the available waveforms with the Previous and Next buttons (the arrows).
• (Oscillator) Vol knob: Set the output level of the oscillator. When multiple elements are
used in a source, use this control to set the relative level of the oscillator component.
• Sym knob: Alter the symmetry, or shape, of the oscillator waveform. When a square
wave is active, Symmetry acts as a pulsewidth control. The effective range is between
5% and 95% because extreme values may cause sonic artifacts.
• Phase knob: Set the oscillator start point (phase). Values from 0% to 99.9% set a fixed
start point for the oscillator. A value of 100% causes random variations of the waveform
start point each time the oscillator is triggered.
• Sync knob: Enable oscillator sync and set the pitch that the main oscillator is
synchronized with.
• Detune knob: Set the amount of detuning and stereo width variance between unison
voices or detuning between oscillators when wide unison mode is turned on. See
Alchemy wide unison mode.
• Noise pop-up menu and field: Choose a noise waveform. These have different spectral
characteristics that can be further refined with filters. You can step through the
available waveforms with the Previous and Next buttons (the arrows).
• (Noise) Vol knob: Set the output level of the noise oscillator. When multiple elements
are used in a source, use this control to set the relative level of the noise component.
MainStage Instruments 63
• Low Cut knob: Set a low cutoff frequency for the noise oscillator. All frequencies above
this value are allowed to pass. All frequencies below are attenuated.
• High Cut knob: Set a high cutoff frequency for the noise oscillator. All frequencies
below this value are allowed to pass. All frequencies above are attenuated.
The Low Cut and High Cut parameters work in conjunction with each other to act as a
bandpass filter, where the noise signal that falls within the two cutoff ranges is allowed
to pass.
The parameters in this section are shown when the VA (Virtual Analog) button is active in a
source subpage.
Alchemy wide unison mode provides oscillator pan and detune options that enhance the
perceived width of VA sources.
To turn on wide unison mode, choose the Wide Unison entry at the bottom of the Wave
pop-up menu.
Important: When you choose File > Initialize Preset, wide unison mode is automatically
turned on.
All existing presets and patches load in the older non-wide mode. Newly initialized settings
and updated factory content will have the wide mode turned on.
• Pan knob: Set the oscillator output position in the stereo field. The behavior of the
parameter changes as additional oscillators are added to the source. All odd-numbered
oscillators (except the center panned oscillator) are hard panned as you increase the
number of oscillators.
• 3 oscillators: one oscillator is centered and the other two oscillators are panned hard
left/right
• 4 oscillators: when playing a C with full detune (2 semitones up/down), the Bb and Db
are both hard right panned, and the remaining two oscillators are hard left panned
MainStage Instruments 64
• Detune knob: Set the amount of detuning between wide mode oscillator voices.
Oscillator pitches (in semitones) are spread in a linear fashion between the top
and bottom values.
Note: Detune knob scaling is not linear. Values closer to the centered position can be
adjusted in smaller increments. Values further from the centered position are coarser.
Most Alchemy source parameters, such as Pan, Tune, and Position, can be modulated
by modulation sources such as AHDSRs or LFOs. Parameters that have a modulation
assignment are indicated by an orange arc around the control. See Alchemy
modulation overview.
Note: Parameters that are morphed and have a modulation assignment show both an
orange and green arc around the control.
This section focuses on Position, which is a modulation target. The principles discussed
apply equally to other source parameter targets.
Position determines the playback position of audio data. When modulated, the playback
path through the audio data is controlled by the selected modulation source. In sampler
mode, the note-on modulation value determines the initial offset for the play position within
the audio data. Beginning at that position, the rest of the sound plays in a normal manner,
although looped as if the Loop mode is set to All. In additive, spectral, or granular mode,
Position can be continuously modulated forward or backward at any rate (including zero).
You can set Position and Speed to 0% and can modulate Position with a unipolar LFO,
MSEG, or a performance control linked to the modulation wheel. When Position is
modulated and Speed has a value greater than zero, the playback path is determined by a
combination of modulation value (whenever this value changes) and the normal path (at a
rate determined by Speed whenever the modulation value is static).
1. In Alchemy in MainStage, click the File button in the Name bar and choose Initialize
Preset from the pop-up menu to reset all Alchemy parameters to default settings.
Important: Use of Initialize Preset automatically turns on wide unison mode. See
Alchemy wide unison mode.
3. Turn the source A Speed knob down to its minimum value of 0%, and play a few notes.
You will hear that playback is frozen at the very beginning of the sample.
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4. Do one of the following:
• Click the Position knob to select it as a modulation target, then click the first
modulation rack slot, and choose LFO > LFO 1 from the pop-up menu.
• Control-click the Position knob, then choose Add Modulation > LFO > LFO 1 from the
shortcut menu.
Note the orange arc that appears around the Position knob. This indicates that the
parameter has a modulation assignment.
5. Click the LFO button in the modulation section if the LFO controls are not visible, then
choose Basic > Ramp Up from the LFO Shape selection pop-up menu. Also in the LFO,
turn off the Bipolar button.
This routing increases Position smoothly so that the entire sample plays back from
beginning to end, then jumps immediately back to the beginning and continues to loop.
7. Finally, adjust the MainStage tempo as you play additional notes to confirm that the loop
is properly synchronized.
The morph controls determine how the four Alchemy sources interact. There are two basic
types of interaction:
• XFade: In a crossfade, all active sources play simultaneously, and the X and Y knobs
control the mix between them. This is equivalent to turning the Amp knobs in each
source to attain the desired mix. If you crossfade from a source with a high Coarse Tune
setting to a source with a low Coarse Tune setting, the high source fades out as the low
source fades in. In the middle of the crossfade you hear both sources.
Morphing provides more scope than simple crossfades between sources. It also allows
cross-synthesis, where you can combine different aspects of different sound elements. For
example, you could apply the formants or other characteristics of an additive source to the
spectral element of another source. See the tutorials found in Elemental morphs overview.
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Only certain parameters, notably all parameters controlled with a knob, can be morphed.
Morphed parameters are indicated by a green arc around the control. Parameters that are
morphed and have a modulation assignment show both an orange and green arc around
the control. Parameter settings are shared across all morphed sources, which means that
changing a parameter in one source results in the corresponding parameter being changed
for all morphed sources.
Note: Parameters that do not directly participate in the morph, including most buttons and
pop-up menus, are indicated with a lock icon displayed at the top left of the control (the
lock icons are shown only in source subpages). Where there is a parameter pairing of an
On button and a pop-up menu, only the button shows the lock icon. Neither parameter
participates in the morph.
Morph controls
• Morph type buttons: Choose one of four crossfade or morph modes.
• XFade XY: This mode crossfades levels between all four sources.
• Use the X knob to control the mix levels of sources A and C versus sources B
and D.
• Use the Y knob to control the mix levels of sources A and B versus sources C
and D.
• XFade Linear: This mode is useful for setting up crossfades based on Velocity
or KeyFollow.
• Morph XY: This mode is like XFade XY, but all parameters of the sound are morphed.
Regions of each source encompassed by corresponding warp markers are time-
aligned in the morph. See Zone waveform editor.
• All/Elements buttons: Use All to view and edit the X/Y values for all active
parameters. Use Elements to view and edit the X/Y values of five parameters.
• X/Y knobs: Edit the X/Y values for all active parameters. Y values are not shown in
“linear” modes.
• Additive knob X/Y: Set the morph value for active additive sources. Also controls
VA morph position if the VA element is active.
• Spec/Gran knob X/Y: Set the morph value for active spectral or granular sources.
Also controls sampler morph position if the sampler element is active.
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• Pitch knob X/Y: Set the pitch morph value between active sources.
• Formant knob X/Y: Set the formant level morph value between active sources.
Also controls morphing of the source filter knobs.
• Envelope knob X/Y: Set the envelope morph value between active sources. These
controls morph the timing of the sound. In cases where source A has a short
attack and source B has a long attack, for example, the length of the attack
varies as you change the X knob.
• Auto Gain button: Enable to match source levels, resulting in smoother morphs.
• Fixed Pitch button: Turn on to lock the root note to a pitch that doesn’t change,
regardless of morph position movements. Turn off for the best morphing quality.
• Morph Linear: This mode is like XFade Linear, but all parameters of the sound are
morphed. Regions of each source encompassed by corresponding warp markers are
time-aligned in the morph. See Elemental morphs overview.
• All/Elements buttons: Use All to view and edit the X value for all active
parameters. Use Elements to view and edit the X values of five parameters.
• Source group buttons: Choose source group A-B, C-D, or A-B-C-D. Morphs affect
only the chosen group of sources.
• Additive knob: Set the morph value for active additive sources.
• Spec/Gran knob: Set the morph value for active spectral or granular sources. This
also controls the sampler morphing position if the sampler element is active.
• Pitch knob: Set the pitch morph value between active sources.
• Formant knob: Set the formant level morph value between active sources.
• Envelope knob: Set the envelope morph value between active sources.
• Auto Gain button: Enable to match source levels, resulting in smoother morphs.
• Fixed Pitch button: Locks the root note to a pitch that does not change,
regardless of morph position movements. Turn off for higher morphing quality.
• Auto Align button: Enable to automatically align all morphed sources. Auto Align
is automatically turned off when you set warp markers manually. For example,
Auto Align corrects the timing of words of four spoken voice samples saying
the same phrase in each of the four morphed sources.
• Morph square: Display and edit the current X/Y morph position. Drag the point to
change the X or Y value, or both.
• Morph XY mode: When the Elements button is on, five points represent the following
parameters: Additive (blue), Spec/Gran (orange), Pitch (green), Formant (purple),
and Envelope (yellow). Drag each point to change the corresponding X and Y values.
• Morph Linear mode: When the Elements button is on, five points represent the
following parameters: Additive (blue), Spec/Gran (orange), Pitch (green), Formant
(purple), and Envelope (yellow). Drag each point to change the corresponding X
parameter value for the active source group: A-B, C-D, or A-B-C-D.
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Alchemy source editors
• Edit button: Open the source edit window. Edit buttons are shown on all
source subpages.
• Close window button: Close the source edit window. Shown at the top right of all
edit windows.
By default, the Main edit window is shown. Further Additive and Spectral edit windows
can be opened by clicking the buttons at the top of the window. These windows provide
additional parameters that let you precisely edit and sculpt your sounds. See Additive edit
window overview and Spectral edit window.
The Main edit window is divided into three areas that interact with each other. You can edit
parameters graphically in the keymap or waveform editor or can use corresponding fields
and other parameters in the inspector.
• Inspector: This area shows global parameters, group functions, and zone parameters.
See Inspector global controls, Inspector group controls, and Inspector zone controls.
• Keymap editor: A graphical representation of, and editor for, sample zones. This area
interacts with the zone parameters in the inspector. See Keymap editor.
• Zone waveform editor: A graphical representation of, and editor for, the waveform used
in each sample zone. See Zone waveform editor.
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Alchemy inspector global controls in MainStage
Source components are shown only in advanced view. Click the Advanced button to
switch to advanced view, then click the A/B/C/D button to view detailed parameters for
the selected source.
The source edit window is opened by clicking the Edit button on any source subpage.
Click the close window icon (X) to close the source edit window.
The source inspector is divided into three main parameter groupings: global and source
parameters, group parameters, and zone parameters. See Inspector group controls and
Inspector zone controls.
• On/Off button: Enable or disable the source selected with the A/B/C/D buttons.
• Source select pop-up menu and field: Displays the name of the current source audio
data. Click to open a pop-up menu with source content handling commands. You
can also click the Previous and Next buttons (the arrows) to step through available
waveform data. See Source master controls and Import browser.
• Solo button: Solo the source selected with the A/B/C/D buttons. All other sources
are muted.
The source edit window is opened by clicking the Edit button on any source subpage.
Click the close window icon (X) at the top right to close the window.
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The source inspector is divided into three main parameter groupings: global and source
parameters, group parameters, and zone parameters. See Inspector global controls and
Inspector zone controls.
• Empty: Create a new empty group. The new group name is added below existing
group names in the Group list shown under the Group pop-up menu. A sequentially
assigned number is appended to the new group name.
• Import: Open an import window where you can choose one or multiple samples to
import as a group. See Import browser.
• Group list: Double-click a group name to open a text name field and change the Trigger,
Fade, and Poly values. Control-click a group name to choose the Delete command.
• Trigger pop-up menu and field: Set a trigger mode for all zones in the group. Attack
triggers group zones when note-on messages are received. Release triggers group
zones for note-off messages. This mode is useful for instruments with a distinctive
end-of-note sound such as a key click or hammer thump. Such sounds can be
included as a separate group with release triggering enabled. You can also use this
feature creatively to add abstract reverb tails or to create a pad sound that changes
dramatically during the release stage.
• Fade pop-up menu and field: Apply a fade out time value ranging from 0 to 100 for
note-off events when the attack trigger mode is active. Apply a fade in time value
ranging from 0 to 100 for note-off events when the release trigger mode is active.
This parameter is primarily intended for use in conjunction with release triggering,
to create a crossfade between the main body of the note and the release sample.
• Poly pop-up menu and field: Set a maximum polyphony value for the group. A
common use of this feature is to create a group containing an open and a closed
hi-hat sample. If you set group polyphony to one, either the closed or open hi-hat
sample can play, but not both at the same time.
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• Starts pop-up menu and field: Define when each group will trigger. You can create and
combine multiple rules using boolean logic. The normal state for any newly created
group is a single rule set to Always, unless that group was defined as a Round Robin
group in the Import browser Dropzone. Click the field to choose a rule. This adds a new
rule pop-up menu below the first and displays a Logic pop-up menu to the right. Choose
Delete from the pop-up menu to remove a rule.
• Always: Zones in the group always trigger when a note-on event arrives within the
specified zone key and velocity ranges.
• Round Robin: Choose to automatically switch between layers for each note-on, so
that striking a given note multiple times triggers variations of the sample rather than
the same sample being played repeatedly.
• Order pop-up menus and fields: Set the playback order of round robin groups. At
least two round robin groups must exist for this parameter to have an effect. Each
group is assigned a different value. If two groups are assigned to the same value,
both zones are triggered simultaneously. Each note-on sequentially triggers
a round robin group from lowest to highest. Once the highest group number
is triggered, the sequence starts again from the lowest group number. Drag
vertically in the field or use the arrows to set a value.
• Random Round Robin: Choose to automatically switch between layers for each
note-on, so that striking a given note multiple times triggers random variations of
the sample rather than the same sample being played repeatedly. No Order pop-up
menu is shown.
• Snap1-Snap8 pop-up menu and field: These values represent Transform pad
positions. For example, set the first field to Snap2 and the second field to Snap4,
which results in the group being triggered only when the Transform pad is at
position 2, 3, or 4. Assign multiple groups to different ranges to switch between
up to eight different groups. See Transform pad.
• Keysw1-Keysw10 pop-up menu and field: These values represent the position
of the Keyswitch knob shown in the global controls for the source. This knob is
visible only when the Keysw1-10 options are chosen in these menus. For example,
set the first field to Keysw1 and the second to Keysw5, which results in the group
being triggered when the Keyswitch knob is set to a value that falls within this
range. Up to 10 Keyswitch knob positions are available, enabling you to switch
between groups with the knob. Because the Keyswitch knob is available as a
modulation target, this lets you create complex automated group switches.
• C2-G8 pop-up menu and field: Set a specific note or range of notes as
keyswitches. Play a note in this range to switch to a group, which remains
active until another group is chosen.
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• Controller: Switch groups on or off in accordance with specified performance
controls in the Perform section, or in accordance with assigned MIDI controller
values. Three pop-up menus are displayed where you can choose the controller
type and set controller values.
• Type pop-up menu and field: Choose Control 1 to Control 8 to control switching
from any of the eight performance control knobs. Choose the XYPad options to
control switching from the X or Y axes of either of the performance control X/Y
pads. Choose the EnvAttack, EnvDecay, EnvSustain, or EnvRelease option to
assign switching to the performance control envelope knobs. See Performance
controls overview. You can also choose from any of the 128 MIDI controllers CC#0
to CC#127.
• Value pop-up menus and fields: Define the range of values that trigger the group.
For example, set the type to Control 1, with field values of 30 and 50, which
results in the group being triggered only when performance control 1 is set within
the 30% to 50% range. You can set other groups with the same type but with a
different control range to switch between groups with a single controller. Because
the Control 1 knob used in the example is available as a modulation target, this
lets you create complex automated group switches. Drag vertically in the fields or
use the arrows to set a value.
• Logic pop-up menus and fields: Define a condition for multiple group rules, using
And, Or, and Not boolean statements. For example, set the first group rule to
Controller and Control 1 with a range of 50% to 100%. Set a second group rule to
Controller and Control 2 with a range of 50% to 100%. The different logic conditions
result in different outcomes.
• And: Both Control 1 and Control 2 must be set above 50% for the group to trigger.
With either control set below 50% the group does not trigger.
• Or: Either Control 1 or Control 2 must be set above 50% for the group to trigger.
The group does not trigger only when both controls are below 50%.
• Not: The group triggers when Control 1 is set above 50%, and Control 2 is
set below 50%. If both controls are set above or below 50%, the group does
not trigger.
Important: Use of Initialize Preset automatically turns on wide unison mode. See
Alchemy wide unison mode.
2. Switch to advanced view, and set the Release time for AHDSR1 to a suitable length for
your release samples.
3. Switch to one of the sources with the A/B/C/D buttons, then click the Edit button to
open the Main edit window.
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5. Select a sample (or multiple samples) representing the main sustain portion of your
sound, and import using any of the available import modes.
Alchemy analyzes each sample to determine the root pitch (if not defined in the
filename), set the root key, key range, and velocity range for each sample zone such
that they span the entire keyboard and the entire dynamic range, and add all zones to
a group named Group 1.
6. Click the “+” symbol at the top of the Group section, and choose Import.
7. Select a sample (or multiple samples) representing the release portion of your sound,
and import (the import mode is automatically set to match the existing group).
Alchemy again analyzes each sample and adds all zones to a group named Group 2.
8. Double-click Group 2, then click the Trig field and change it to Release.
Zones in Group 2 will now trigger when you release each key, playing over zones in
Group 1 which continue to sound until AHDSR1 reaches the end of the release stage.
9. Double-click Group 1 in the list, then click the Fade field and change it to a value other
than 0.
Zones in Group 1 will now fade out when the note is released, allowing Group 2 to be
heard during the release stage of the sound. Higher Fade values result in slower fades.
10. As an option, double-click Group 2 in the list, then click the Fade field and change it to
a value other than 0.
Zones in Group 2 will now fade in when the note is released, creating a crossfade
between Groups 1 and 2 at note-off. Higher values result in slower fades. Fading in the
release group may be unnecessary if your release samples already have a natural fade
in at the start, however, or undesirable if a percussive transient is required at note-off.
Try to set Fade values for Group 1 and 2 to an identical small value to create a sudden
but click-free crossfade at the end of each note.
Important: Use of Initialize Preset automatically turns on wide unison mode. See
Alchemy wide unison mode.
2. Switch to advanced view, and set the Release time for AHDSR1 to a suitable length for
your release samples.
3. Switch to one of the sources with the A/B/C/D buttons, then click the Edit button to
open the Main edit window.
5. Select a sample (or multiple samples) representing the main sustain portion of your
sound, and import using any of the available import modes.
Alchemy analyzes each sample to determine the root pitch (if not defined in the
filename), set the root key, key range, and velocity range for each sample zone such
that they span the entire keyboard and the entire dynamic range, and add all zones to
a group named Group 1.
6. Click the Rule field, and change it from Always to Random Round Robin.
7. Click the “+” symbol at the top of the Group section, and choose Import.
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8. Select a sample (or multiple samples) representing the second of your round
robin variations, and import (the import mode is automatically set to match the
existing group).
Alchemy will again analyze each sample and add all zones to a group named Group 2.
9. Click the Rule field below Group 2, and change it from Always to Random Round Robin.
Any notes you play will now randomly trigger either group 1 or group 2, but not both
together. Note that if you play a chord, each individual note is randomly assigned to
one of those groups.
10. Repeat steps 7 to 9 as needed to configure a group for each further variation
you require.
Important: Use of Initialize Preset automatically turns on wide unison mode. See
Alchemy wide unison mode.
2. Switch to advanced view, and set the Release time for AHDSR1 to a suitable length for
your release samples.
3. Switch to one of the sources with the A/B/C/D buttons, then click the Edit button to
open the Main edit window.
5. Select a sample (or multiple samples) representing the main sustain portion of your
sound, and import using any of the available import modes.
Alchemy analyzes each sample to determine the root pitch (if not defined in the
filename), set the root key, key range, and velocity range for each sample zone such
that they span the entire keyboard and the entire dynamic range, and add all zones to a
group named Group 1.
7. Click the first range field, and change it to Keysw1. The second range field also changes
to the same value.
8. As an option, you can click the second range field and increase the value to specify a
range of values that will trigger this group, instead of just a single value.
9. Click the “+” symbol at the top of the Group section, and choose Import.
10. Select a sample (or multiple samples) representing the second of your variations, and
import (the import mode is automatically set to match the existing group).
Alchemy will again analyze each sample and add all zones to a group named Group 2.
11. Click the Rule field below Group 2, and change it from Always to Keyswitch.
12. Click the first range field, and change it to the first unused Keysw value. If the second
range field for Group 1 is set to Keysw3, choose Keysw4.
13. As an option, you can click the second range field and increase the value to specify a
range of values that will trigger Group 2, instead of just a single value.
14. Repeat steps 9 to 12 for each new group of variations you require.
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15. Click the X symbol at the top right to close the source edit window.
A new Keysw knob is visible in the source pane, to the left of the Keyscale field.
16. Rotate the Keysw knob to switch between the groups you created. Control-click this
knob to add modulation routings from the shortcut menu.
Create round robin variations for just one Transform pad position
1. In Alchemy in MainStage, click the File button in the Name bar and choose Initialize
Preset from the pop-up menu to reset all Alchemy parameters to default settings.
Important: Use of Initialize Preset automatically turns on wide unison mode. See
Alchemy wide unison mode.
2. Switch to advanced view, and set the Release time for AHDSR1 to a suitable length for
your release samples.
3. Switch to one of the sources with the A/B/C/D buttons, then click the Edit button to
open the Main edit window.
5. Select a sample (or multiple samples) representing the main sustain portion of your
sound, and import using any of the available import modes.
Alchemy analyzes each sample to determine the root pitch (if not defined in the
filename), set the root key, key range, and velocity range for each sample zone such
that they span the entire keyboard and the entire dynamic range, and add all zones to
a group named Group 1.
6. Click the Rule field, and change it from Always to Round Robin.
It is automatically assigned the number 1 in the sequence, and a second rule (set to
Always) is added below.
9. Leave the first range field for rule 2 set to Snap1, and change the second range field
to Snap7.
10. Click the “+” symbol at the top of the Group section, and choose Import.
11. Select a sample (or multiple samples) representing the second of your round
robin variations, and import (the import mode is automatically set to match the
existing group).
Alchemy again analyzes each sample and adds all zones to a group named Group 2.
12. Click the Rule field below Group 2, and change it from Always to Round Robin.
It is automatically assigned the number 2 in the sequence, and a second rule (set to
Always) is added below.
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14. Set the first Range field for rule 2 to Snap8. The second field is automatically set to the
same value.
Played notes only trigger zones in Group 1 unless the Transform pad is at position 8, in
which case Groups 1 and 2 play alternately, in a round robin fashion.
15. Repeat steps 10 to 14 as needed to configure a group for each further variation
you require.
The source edit window is opened by clicking the Edit button on any source subpage.
Click the close window icon (X) at the top right to close the window.
The source inspector is divided into three main parameter groupings: global and source
parameters, group parameters, and zone parameters. See Inspector global controls and
Inspector group controls.
• Zone name field: Displays the name of the current audio file in the selected zone.
Click to open a pop-up menu where you can select other source zones.
Note: The keymap editor lets you select multiple zones simultaneously. In this case
the zone name field shows Multiple to indicate a multi-zone selection. Any parameter
changes are applied to all selected zones. See Keymap editor.
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• Key field: Set the root key for the selected zone with the up and down arrows. The
chosen note triggers playback of the sound at its original pitch. A pitched sample
should ideally be mapped to a matching root key. If the root note is defined as part
of the filename, the Key parameter is set accordingly when the file is imported. If
the root note is not in the filename, samples are analyzed on import to calculate
their original pitch and a suitable root key setting. Drag vertically in the field or
use the arrows to set a value.
• Learn button: Turn on to set the root key for a sample: the next MIDI note received
defines the new root key. The button is automatically turned off once the root key
has been learned.
• Loop mode field: Open a pop-up menu with five looping options.
• None: Ignores the loop start and end points, and plays the entire sound once
without looping.
• Continuous: Plays from the beginning, enters the loop region, and loops continuously
in a forward direction while a note is held and during the envelope release phase.
• Sustain: Plays from the beginning, enters the loop region, loops continuously while a
note is held, and exits the loop region to play the normal sound release phase.
• Forward/Back: Like Continuous, but plays the loop region alternately forward
and backward.
• All: Ignores the loop start and end points, and loops the entire sound continuously.
Note: The loop start and loop end points can be edited in the source main edit
page. See Zone waveform editor. In VA mode, a raw oscillator noise source is used
rather than loopable data, so VA synthesis elements are not affected by the Loop
mode setting.
• Volume knob: Set the selected zone output level. This parameter is also useful for
level-matching multiple selected zones.
• Pan knob: Determine the left/right pan position for each zone or the left/right balance
for a stereo zone.
• Lo Key field: Drag vertically or use the arrows to set the lowest MIDI note that triggers
the zone. Alternatively, drag the left edge of the highlighted zone in the keymap editor.
See Keymap editor.
• Hi Key field: Drag vertically or use the arrows to set the highest MIDI note that triggers
the zone. Alternatively, drag the right edge of the highlighted zone in the keymap editor.
• Lo Vel field: Drag vertically or use the arrows to set the lowest MIDI note velocity that
triggers the zone. Alternatively, drag the lower edge of the highlighted zone in the
keymap editor.
• Hi Vel field: Drag vertically or use the arrows to set the highest MIDI note velocity that
triggers the zone. Alternatively, drag the upper edge of the highlighted zone in the
keymap editor.
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• Zone Fade pop-up menu and field: Determine the method used to fade overlapping
zones at the boundaries of key and velocity ranges. No more than two zones can be
triggered simultaneously within one group, which means that crossfades can be set
for zones with adjacent key ranges or for zones with adjacent velocity ranges, but not
for both at the same time.
• Linear: Create a linear ramp from full amplitude to zero. This typically results in a
crossfade that sounds quieter at the halfway point. Linear mode can be useful when
crossfading two highly similar sounds that may reinforce one another at the halfway
point of an equal-power crossfade.
• Power: Create an equal-power curved fade that is suitable for most sounds. When
crossfading two sounds with a similar loudness, Power mode results in a smooth
fade with the same apparent loudness at the halfway point.
• Left field: Drag vertically or use the arrows to set the range of the fade for the left edge
of the zone, relative to the Lo Key parameter. If Lo Key is set to C2 and Left is set to 12,
the zone fades in gradually for notes with pitches between C2 and C3.
• Right field: Drag vertically or use the arrows to set the range of the fade for the right
edge of the zone, relative to the Hi Key parameter. If Hi Key is set to C4 and Right is set
to 5, the zone fades out gradually for notes with pitches between G#4 and C5.
• Bottom field: Drag vertically or use the arrows to set the range of the fade for the lower
edge of the zone, relative to the Lo Vel parameter. If Lo Vel is set to 20 and Bottom
is set to 15, the zone fades in gradually for notes with velocities between 20 and 35.
Velocity values below 20 do not trigger the zone.
• Top field: Drag vertically or use the arrows to set the range of the fade for the upper
edge of the zone, relative to the Hi Vel parameter. If Hi Vel is set to 90 and Top is set
to 30, the zone fades out gradually for notes with velocities between 60 and 90.
Velocity values above 90 do not trigger the zone.
Note: Zone fades and overlapping zones are not compatible with morphing sources.
When morphing is enabled, only one zone is triggered at a time from each morphing
source (the first zone in the list), and zone fades are disabled.
The source edit window is opened by clicking the Edit button on any source subpage.
Click the close window icon (X) at the top right to close the window.
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The keymap editor displays all sample zones in the currently selected group, with each
zone represented as a rectangle. The size and location of the rectangle indicates the key
and velocity range for the associated zone. The selected zone in the inspector is indicated
by a white outline in the keymap editor. See Inspector zone controls.
• The left and right boundaries of the rectangle indicate the Lo Key and Hi Key
parameters relative to the keyboard display below. Drag either boundary to set
the Lo Key and Hi Key values.
• The bottom and top edges of the rectangle indicate the Lo Vel and Hi Vel parameters.
Drag either the top or bottom edge to set the Lo Vel and Hi Vel values.
• Drag the middle of the scroll bar to view zones that are not visible in the display area.
Horizontally drag the zoom controls at either end of the scroll bar to resize the contents
of the visible display area.
• Cut: Remove the selected zone or zones from the current group, and copy to
the Clipboard.
• Paste to existing group: Paste content from the Clipboard to an existing group chosen
from the submenu.
• Paste to new group: Create a new group, and paste content from the Clipboard into it.
• Exchange sample: Open the Import browser where you can choose a replacement
sample for the zone. The import mode used by the previous sample is retained, and
the import mode buttons are dimmed. See Import browser.
• Assign to existing group: Move the selected zone or zones from the current group to an
existing group chosen from the submenu.
• Assign to new group: Create a new group, and move the selected zone or zones from
the current group into the new group.
MainStage Instruments 80
Select and edit the values of one or more zones
1. In Alchemy in MainStage, select the zone by doing one of the following:
• Choose the zone name from the pop-up menu in the zone section of the inspector.
2. Hold down Shift, then click multiple zones in the keymap editor to select them.
All selected zones are highlighted with a white border, and Multiple is shown in the
inspector zone name field.
3. Drag the left, right, top, or bottom edge of the zone. When multiple zones are selected,
drag the edge of one selected zone to apply the same relative change to all other
selected zones.
• Choose the zone name from the pop-up menu in the zone section of the inspector.
2. Hold down Shift, then click multiple zones in the keymap editor to select them.
All selected zones are highlighted with a white border, and Multiple is shown in the
inspector zone name field.
The zone or zones are deleted. All associated sample, additive, or spectral data is
removed from the source.
Audition a zone
Enable the > icon below the keymap editor to hear a preview whenever a zone is clicked.
The sample is previewed, inclusive of loop settings but ignoring zone parameters such as
Tune, Volume, and Panning.
• Choose the zone name from the pop-up menu in the zone section of the inspector.
Audio is sent directly to the Alchemy outputs, bypassing any filters or effects that
are enabled in other sections.
MainStage Instruments 81
Create a multisample with key splits and crossfades for adjacent zones
1. In Alchemy in MainStage, click the File button in the Name bar and choose Initialize
Preset from the pop-up menu to reset all Alchemy parameters to default settings.
Important: Use of Initialize Preset automatically turns on wide unison mode. See
Alchemy wide unison mode.
4. Click the source select field, and choose Import Audio from the pop-up menu.
5. In the Import browser, select two or more samples representing the same instrument
played at different pitches, then click the Import button. Any import mode may be used.
Alchemy analyzes each sample to determine the root pitch (if not defined in the
filename) and sets the root key and key range for each sample zone accordingly.
6. Select a zone in the keymap editor, and drag its left or right edge so that it overlaps the
adjacent zone. The amount of overlap determines the range of the crossfade.
7. Select the leftmost of the two overlapping zones, and adjust the Right parameter in the
inspector zone section. If the overlap between the zones extends over four keys, set
this parameter to 4.
8. Select the rightmost of the two overlapping zones, and set the Left parameter in the
inspector zone section to the same value used in the previous step.
These two zones will now crossfade from one to the other when you play notes in the
overlapping region.
9. Import further samples, and repeat the previous three steps for each pair of zones you
want to crossfade.
• Choose the zone name from the pop-up menu in the zone section of the inspector.
2. Click the Loop Mode field in the zone section of the inspector, then choose Continuous,
Sustain, or Forward/Back.
Loop start and end markers appear on the waveform display, with the loop region
highlighted between them.
3. Click and hold the loop start marker handle until the waveform zooms in horizontally,
then drag left or right to find a suitable loop start point.
4. Click and hold the loop end marker handle until the waveform zooms in horizontally,
then drag left or right to find a suitable loop end point.
5. If required, enable loop crossfading with the Loop XFade button, then drag the
crossfade marker left to create a smooth loop.
MainStage Instruments 82
Alchemy zone waveform editor in MainStage
Source components are shown only in advanced view. Click the Advanced button to
switch to advanced view, then click the A/B/C/D button to view detailed parameters for
the selected source.
The source edit window is opened by clicking the Edit button on any source subpage.
Click the close window icon (X) at the top right to close the window.
The waveform display of the audio associated with the currently selected zone is shown
at bottom of the Main edit window. Zones can be selected in the keymap editor or zone
parameters in the inspector. See Keymap editor and Inspector zone controls.
Note: If the additive or spectral engines are in use, the waveform display shows the
resynthesized sound amplitude envelope rather than the original sample.
When morphing is enabled, vertical gray lines with numbered handles are displayed over
the waveform. These are warp markers. For information on use of warp markers, see
Manually time-aligning morphed sounds in Alchemy.
The bright vertical blue lines displayed over the waveform, labeled S and E, indicate
playback start and end points. Drag the S or E handle right or left to trim unwanted
audio playback from the start or the end of the sound.
Depending on the source material and active morph mode, light blue lines may appear on
the background between the start and end markers. These can help with manual alignment
of warp markers.
If the selected zone is set to one of the looping modes, loop start and loop end markers are
displayed as faint orange lines, each with a small triangular handle shown in the ruler. The
loop region is highlighted between these markers. The marker with the left-facing handle
sets the loop end point. The marker with the right-facing handle sets the loop end point.
Drag the triangular marker handles to adjust the loop start and end points. Click and
hold the handle of a loop marker to zoom the waveform horizontally, allowing for more
accurate placement.
Note: You cannot position the loop start point later than the loop end point. You can,
however, drag both the loop start and loop end markers to the same position, creating
a sustain point rather than a loop region. This option is available only in the additive
or spectral engines, or with a sample loaded into the granular engine, but not in
sampler mode.
MainStage Instruments 83
Waveform display parameters
• > button: Turn automatic audio previewing on or off when selecting zones in the
keymap editor.
• Loop XFade button: Turn on to enable crossfades between loop start and end markers
when Continuous or Sustain loop mode is chosen in the inspector.
• A crossfade (XF) marker is shown at the loop end point. Drag this marker left to
define a crossfade region, during which a portion of the sound from before the loop
start marker is faded in, while the loop region is faded out.
• In sampler mode, discontinuities between the loop start and end points can result in
an audible click each time the loop restarts. Loops in additive, spectral, or granular
modes do not click, but timbral or volume differences between the loop start
and end points can often result in an obvious sounding loop. Unlike conventional
samplers, the additive, spectral, and granular engines are capable of looping a single
instant within the sound, with loop start and end markers at identical positions. This
can work well with some sounds, but with others the loop stage may seem too static
and obviously different from the start of the note.
Tip: Looping clicks in sampler mode can usually be removed with minimal
crossfades, while other timbral or volume discontinuities may need larger crossfades.
Drag the XF marker while playing a note to find a suitable crossfade length.
Note: The Loop XFade button is shown in sampler mode only. This parameter is not
visible if other import modes are used.
• Time line: Shows the overall length of the waveform in seconds. Fractional values (of
the overall waveform length) are displayed in some situations, such as manual alignment
of warp markers.
• Scroll bar and zoom controls: Drag the middle of the scroll bar to view waveform data
that is not visible in the display area. Horizontally drag the zoom controls at either end
of the scroll bar to resize the contents of the visible display area.
The source edit window is opened by clicking the Edit button on any source subpage.
Click the close window icon (X) at the top right to close the window.
Use the Additive button at the top of the Main edit window to open the Additive
edit window.
The Additive edit window allows detailed editing of additive resynthesis data and also lets
you design sounds from scratch by creating the additive data yourself.
Additive synthesis represents each sound as a sum of individual partials. The additive data
describes each partial in terms of four parameters: amplitude, tune (pitch), pan, and phase,
each of which changes over time.
MainStage Instruments 84
You can think of the additive data as a series of snapshots, each of which captures the
amplitude, pitch, pan, and phase of every partial at a particular point in time. In between
snapshots, each parameter updates smoothly toward the following snapshot value.
When played in succession and with the right timing, the series of snapshots describes a
potentially complex and continuously evolving sound.
Note: Phase is not an independent parameter. The phase of a partial at any moment in the
evolution of a sound is determined by the phase at the start point of the sound and by
the (possibly changing) pitch of the partial. Because pitch information is captured in each
snapshot, it isn’t necessary for phase information to be captured in the same way. The
phase of each partial is specified only at the absolute start point of the sound.
The Additive edit window shows additive data in two graphical displays.
• Partial bar display: Shows a series of vertical columns, or bars. Levels represent the
amp, pitch, pan, or phase values of individual partials or partial groups, depending on
the chosen display mode. See Partial bar display.
• Partial envelope: Shows a number of points that operate in two ways, depending on the
chosen display mode. See Partial envelope controls.
The source edit window is opened by clicking the Edit button on any source subpage.
Click the close window icon (X) at the top right to close the window.
Use the Additive button at the top of the Main edit window to open the Additive
edit window.
MainStage Instruments 85
The Partial bar display shows up to 600 partials with independent amplitude, pitch, pan,
and phase values at each Partial envelope point. You can edit individual partials or groups
of related partials for each envelope point.
Note: Higher partials that are part of the additive data set may not be heard unless the
Num Partials (number of partials) control on the respective source A/B/C/D subpage is set
to a suitably high value. For example, raising the amplitude of partial number 72 has no
effect when Num Partials is set to a value of 60. Conversely, setting a Num Partials value
of 500 has no effect in additive mode unless partial data exists for 500 partials.
Turn on Overall to adjust the amplitude, pitch, and pan values of all partials across the
entire sound, without the need to select and edit individual envelope points for each
partial. Also see the Overall button information for the Partial envelope controls.
• Partial display mode buttons: Click Vol, Tune, Pan, or Phase to restrict the display to the
chosen partial parameter type.
• Tune button: Show partial pitch values. Also see Snap Pitch button
information below.
• Mode pop-up menu and field: Choose a group of related partials for editing. You can
also click the Previous and Next buttons (the arrows) to step through modes. Group
adjustments retain the relative differences between partial values. Hold down Command
while dragging to scale adjustments logarithmically. Note that the Shape pop-up menu
affects editing behavior in each mode.
• Fifths: Adjustments affect the values of only partials that are fifths apart from the
selected partial and the selected partial itself.
• Octaves: Adjustments affect the values of only partials that are octaves apart from
the selected partial and the selected partial itself.
MainStage Instruments 86
• Odd: Adjustments affect the values of only odd-numbered partials.
• Thirds: Adjustments affect the values of only partials that are thirds apart from the
selected partial and the selected partial itself.
• Shape pop-up menu and field: Choose a weighted group of related partials for editing.
• Normal: Adjustments affect only the selected partial and grouped partials that
precede it.
• Snap Pitch button: Visible only when the Tune button is active. Automatically limits
partial pitch values to meaningful units when a bar is edited.
• Breakpoint button: Open a pop-up menu with a number of Partial envelope point-related
commands. See Partial envelope controls.
• Copy Breakpoints: Copy all partial data in the currently selected envelope point or
points to the Clipboard.
• Paste Breakpoints: Paste all partial data from the Clipboard to the currently selected
envelope point or points.
• Paste Breakpoints Amp/Pitch/Pan Data: Paste the currently visible parameter partial
data from the Clipboard to the currently selected envelope point or points.
• Paste All Breakpoints Amp/Pitch/Pan Data: Paste the currently visible parameter
partial data from the Clipboard to every envelope point.
• Image button: Open an import dialog where you can choose a PNG format image file for
conversion to additive synthesis data. See the task in this section.
• Clear button: Removes all partials and resets the Partial bar display and Partial envelope
to default values.
• Partial bar display: Shows editable bars that represent partial values.
• Partial number bar: Indicates the selected partial. Click a partial number to select it
without affecting any values.
• Scroll bar and zoom controls: Drag the middle of the scroll bar to view partials that are
not visible in the display area. Horizontally drag the zoom controls at either end of the
scroll bar to resize the contents of the visible display area.
• Drag a bar vertically. Hold down Shift while dragging to set values with
enhanced precision.
• Control-click a partial or drag a partial below the baseline to set it to a value of zero.
• Control-click in the Partial bar display, then drag left or right to set multiple partials to a
value of zero.
MainStage Instruments 87
Create an additive sound from scratch
This example introduces the basic principles of additive programming in Alchemy.
When you create a new, initialized preset by choosing Initialize Preset from the File button
pop-up menu in the Name bar, source A is in VA mode.
Important: Use of Initialize Preset automatically turns on wide unison mode. See Alchemy
wide unison mode.
For additive synthesis, a different default configuration is better suited. It is not necessary
to change any settings from their initial values as soon as you enter the Additive edit
window and start creating data; the configuration of source A switches, automatically,
to a sensible set of defaults for additive programming.
1. In Alchemy in MainStage, open advanced view and click the A button to view the source
A subpage, then click the source A Edit button to open the Main edit window. Click the
Additive button at the top of the Main edit window to view the Additive edit window.
2. Set the Detail knob to 100% for an accurate view of all data.
3. Make sure the Partial bar display Vol button is on and the Overall button is off.
4. Drag from left to right in the Partial bar display to draw in bars that define the harmonic
content at the beginning of the sound.
Play a few notes on your MIDI controller to confirm that the sound begins with a
bright timbre.
5. The default loop mode is Continuous which loops the sound indefinitely when you hold
a note. If you do not want the sound to loop, change the Loop mode to None.
6. Select point 2 in the Partial envelope, then click the Breakpoint button and choose Copy
Breakpoint from the pop-up menu.
7. Select point 3 in the Partial envelope, and drag it toward point 2. Release point 3 when
you are close to point 2.
8. Click the Breakpoint button, and choose Paste Breakpoint from the pop-up menu. Make
sure point 3 is selected.
The data from point 2 is copied to point 3, smoothing out the levels between points.
9. Click the X icon at the top right to close the Additive edit window.
10. Experiment with the Additive parameters to change the tone of your basic additive
sound. Feel free to use other synthesis, filter, modulation, and effect parameters to
make your additive sound more interesting.
MainStage Instruments 88
Import an image file, and convert it to additive data
Alchemy is capable of importing an image in PNG (Portable Network Graphics) format and
translating it into additive synthesis data. You can convert an existing image into sound,
or you can design new sounds by drawing the image you want to import in an external
graphics application.
1. In Alchemy in MainStage, open advanced view and click the A button to view the source
A subpage, then click the source A Edit button to open the Main edit window. Click the
Additive button at the top of the Main edit window to view the Additive edit window.
2. Click the Image button at the top right of the Additive edit window, then choose a
PNG-format file in the file browser.
The selected file is translated into additive data using the criteria outlined below.
• Each column of pixels represents a snapshot in the additive data. The leftmost
column describes snapshot 1, the next column to the right describes snapshot 2,
and so on. Snapshots are timed at a steady rate of 20 per second.
Note: Importing an image with a lot of bright pixels results in additive data with
numerous high-amplitude partials, which may cause clipping to occur.
3. If the results of an image import are unexpectedly noisy, you can reduce the overall
amplitude by doing one or more of the following:
• Click the Overall button, then choose All from the Mode pop-up menu, and drag
downward in the Partial bar display.
• Use your graphics software to darken the image before importing it.
The source edit window is opened by clicking the Edit button on any source subpage.
Click the close window icon (X) at the top right to close the window.
Use the Additive button at the top of the Main edit window to open the additive
editor window.
MainStage Instruments 89
The Partial envelope shows a number of points that indicate the temporal position of
envelope snapshots (groups of partials) or individual partials, depending on the chosen
Mode pop-up menu option (above the Partial bar). These points also indicate the overall
level or value of the visible parameter type in the selected snapshot or partial. Partials are
shown in the Partial bar display. See Partial bar display.
• Overall button on: Each point represents a snapshot of summed amplitude, pitch,
and pan values of all partials at a certain point in time. Typically, you choose
snapshots in the envelope display and adjust individual or grouped partial values
in the Partial bar display. You can, however, also adjust all partial values in a given
snapshot by dragging vertically in the Partial envelope. The horizontal, or x-axis,
indicates the temporal position of each snapshot. The vertical, or y-axis, indicates
the summed value of each snapshot.
• Overall button off: Each point in the Partial envelope has a one-to-one correlation
with the selected partial in the Partial bar display. Adjusting a value in either the
Partial bar display or the Partial envelope is immediately reflected in the other. The
horizontal, or x-axis, indicates the temporal position of the selected partial. The
vertical, or y-axis, indicates the value of the selected partial.
Note: The time positions of envelope points may vary from one partial to the next as
you choose different partials when the Overall button is off. This is one of the keys
to the high quality of resynthesis in Alchemy: each partial can have an independent
set of points. When the Overall button is on, Alchemy presents a series of envelope
points linked to all partials, and adjustments to individual partial times and values are
handled automatically.
• Detail knob: Set the resolution of the Partial envelope display. This affects the number
of points shown.
• A value of 25% reduces the total number of visible points. This may necessitate
scrolling or zooming to view all points.
• A value of 100% shows all points. The 500 or more visible points are unnecessary
for anything other than the most precise edits, but you may find this level of detail
useful when programming an additive sound from scratch, rather than editing
resynthesis data.
MainStage Instruments 90
• Mode pop-up menu and field: Choose a mode to determine the way the envelope
responds when a point is dragged.
• Normal: The dragged point only is moved. All other points remain stationary.
• Slide: Dragging one point causes all subsequent points to move, retaining the
relative distances between points.
• Stretch: Dragging left compresses earlier points and stretches later points. Dragging
right stretches earlier points and compresses later points. In either case, the total
length of the envelope is preserved.
Note: Point levels remain fixed in stretch mode, so you can only drag horizontally.
• Partial envelope: Display and edit envelope point positions and values.
• The Partial envelope shows only straight line segments between points, with no
convex or concave lines.
• The first and last points always have an amplitude of zero. In sounds with a fast
attack phase, a second point with a nonzero amplitude is shown at a time position
very close to the first point. You may need to increase the Detail setting to see the
second point.
• Loop and warp markers can be superimposed on the Partial envelope. See Zone
waveform editor.
• Positioning the loop start and loop end markers at identical positions creates a
sustain point which allows a particular segment of the sound (a snapshot) to be
heard continuously. This method is useful for locating, auditioning, and editing a
succession of snapshots.
• Scroll bar and zoom controls: Drag the middle of the scroll bar to view envelope points
that are not visible in the display area. Horizontally drag the zoom controls at either end
of the scroll bar to resize the contents of the visible display area.
• Click anywhere in the Partial envelope to create a new point for the active partial
(selected in the Partial number bar).
When the Partial envelope contains existing points, either method creates a snapshot
of partial values that fall in between the partial values associated with the preceding
and following points.
If the Partial envelope is “blank” (only contains a single point), each newly-created point
has a single associated partial value (for the partial selected in the Partial number bar).
The partial (value) of the preceding point is also shown in the Partial bar display.
Note: The Overall button affects the display of values shown in the Partial bar and
related points in the Partial envelope.
MainStage Instruments 91
Adjust partial pitch values with partial envelope points
When the additive editor displays pitch (the Tune button is on), point levels represent
partial pitches. You can edit these levels to eliminate a pitch wobble or to create vibrato,
for example.
1. In Alchemy in MainStage, click an envelope point to select it. You can also drag across
multiple envelope points to select them.
This selects a snapshot of multiple partials when the Overall button is on, or individual
partials when the Overall button is off.
When multiple points are selected, the Partial bar shows the average value of each
partial across the selected envelope points. Edits of partial values are applied to all
partials associated with the selected points.
2. Click the Tune button above the Partial bar display to view pitch values at the current
envelope point.
3. If required, click the Mode pop-up menu above the Partial bar to choose how your edits
are applied: to a single partial, all partials, or a group of related partials.
The time and pitch of the selected point are displayed at the pointer position
when clicked.
1. In Alchemy in MainStage, make sure the Overall and Tune buttons are active, then select
a single Partial envelope point.
2. Click the Breakpoint button, and choose Copy from Breakpoint from the pop-up menu.
3. Click the Breakpoint button, and choose Paste All Breakpoints Pitch Data from the
pop-up menu.
The partial pitch values of the copied envelope point are applied to all other envelope
points, thus retaining the inharmonic features of the copied point while simultaneously
eliminating fluctuations from one point to the next.
MainStage Instruments 92
Alchemy spectral edit window in MainStage
Source components are shown only in advanced view. Click the Advanced button to
switch to advanced view, then click the A/B/C/D button to view detailed parameters for
the selected source.
The source edit window is opened by clicking the Edit button on any source subpage.
Click the close window icon (X) at the top right to close the window.
Use the Spectral button at the top of the Main edit window to open the Spectral
edit window.
Spectral edit window: Use to graphically edit spectral resynthesis data. You can also create
new sounds by using simple paint tools directly in the display.
• Time, expressed in seconds, is represented along the x-axis from left to right. It is also
shown at the pointer position.
• Frequency, in hertz, is represented along the y-axis from bottom to top. It is also shown
at the pointer position.
• A green play position indicator scrolls across the image for the most recently
triggered voice.
• Warp markers are also shown, if the Warp button is enabled in the Main edit window.
Note: Accurate resynthesis requires a much finer frequency resolution than the spectral
display can accommodate. Frequency information depicted in the display is a coarse
representation of the underlying data. Graphical data creation and editing are performed
at the resolution of the display. This means that you cannot paint conventional melodies
and chords consisting of precise notes, for example.
MainStage Instruments 93
Spectral editor parameters
• Draw/Mask buttons: Set a mode that affects the behavior of the paint tools.
• Draw: The paint tools can be used to modify the image itself either by drawing new
or deleting existing content or by increasing or decreasing the luminosity of specific
parts of the spectrum.
• Mask: The entire image is masked, as if covered with a layer of black wax. The paint
tools can be used to selectively reveal parts of the underlying image, as if scraping
away the wax to reveal the layer underneath.
Note: The most recent edit made in the Spectral editor can be undone by pressing
Command-Z. Multiple edits can be reversed by pressing Option-Command-Z, then
choosing the step you want to revert to from the Undo History window.
• Lasso, Brush, and Erase buttons: Choose a select (Lasso) or brush mode. Erase uses
the selected brush type to remove portions of the spectrogram.
• Lasso button: Turn on to activate a select mode. Drag across the spectral canvas to
select an area.
• In mask mode, your selection only is played. The unselected portion of the canvas
is silent.
• Brush button: Turn on to activate brush mode. You can draw directly on the image
when in draw mode, or scrape away the mask layer to reveal the underlying image
when in mask mode. Any Lasso selection can be used as a brush shape that remains
available until you select a different brush shape. See Brush pop-up menu and field.
• Erase button: Turn on to selectively remove portions of the image with the selected
brush type. See Brush pop-up menu.
• Brush pop-up menu and field: Choose a predefined brush shape. Visible only when the
Brush or Erase button is active.
• Transient produces a vertical edge that slopes to the right, typical of a percussive
drum hit.
• Size knob: Scale the size of the brush chosen in the Brush pop-up menu.
Note: When a custom brush is active, the Size knob is not available.
• Color knob: Set the amplitude scaling of the brush. At 100%, brush strokes are white.
At 50%, brush strokes are mid-blue. At zero, brush strokes are black. This knob is
visible only when both the Draw and Brush buttons are active.
Note: When a custom brush is active, the maximum intensity is defined by the custom
brush data.
MainStage Instruments 94
• Mode pop-up menu and field: Choose a mode that determines how the brush interacts
with the existing canvas image in draw mode. This menu is visible only when both the
Draw and Brush buttons are active.
• Normal: Each pixel on the canvas is set identically to the corresponding brush pixel.
• Add: Brush pixel values are added to the existing canvas pixel values. In this
mode, painting multiple coats of blue results in increasingly higher amplitudes
with each coat.
• Multiply: Brush pixel values are multiplied with the existing canvas pixel values. Use
this to selectively brighten parts of the image.
• Mono/Stereo buttons: Switch the display mode between mono and stereo.
Note: This does not change the sound. In mono mode, stereo sounds are represented
as a single image that represents both channels. Edits affect the left and right channels
equally. In stereo mode, stereo sounds are shown in left and right lanes. Edits affect
only the channel they are made in.
• Resolution buttons: Switch the display between a linear and logarithmic representation
of your spectral data on the vertical y-axis. Logarithmic (right button) is the default.
• Linear (left): A simple linear scale with 11 KHz shown at the halfway point on the
vertical y-axis. This mode is useful for detailed editing of very high frequency content.
• Logarithmic (right): A logarithmic scale for frequency that corresponds more closely
with human perception of pitch. Content at the halfway position on the y-axis is
approximately 1 KHz. Log mode is useful for most editing duties.
• Image button: Choose an import image option from the pop-up menu.
• Import Image: Opens a dialog where you can select a file in PNG format that is
placed directly on the spectral canvas. The imported image is positioned at the far
left of the canvas. The height of the image is scaled to fit the entire vertical range of
the canvas, and the width of the image is scaled by the same factor as the height,
retaining the original image proportions. All color information is discarded, and
image brightness information is mapped to amplitude. If the imported image width
does not extend fully to the right edge of the canvas, existing data beyond the image
edge remains in place. Images with a height of 256 lines result in a one-to-one map
of pixels to spectral bins. The spectral editor display is actually 381 lines tall, so
edits involve some blurring between bins.
• Import Image to Brush: Opens a dialog where you can select a file in PNG format to
be used as a brush for painting on the spectral canvas. The original dimensions of
the image are preserved. You can place the image at any position with a click, or you
can drag to paint with it.
• Clear button: Deletes all spectral data from the source, leaving only silence (a solid
black image).
• Scroll bar and zoom controls: Drag the middle of the scroll bar to view spectral data
that is not visible in the display area. Horizontally drag the zoom controls at either end
of the scroll bar to resize the contents of the visible display area.
MainStage Instruments 95
Alchemy main filters
There are two main filter modules that can operate in parallel or in series. These modules
can be addressed as Filter 1 and Filter 2 from menus and as modulation targets.
The output from all four sources is sent to the main filters at levels determined by
independent controls in each source. Both main filter modules provide multi-mode
filters with identical controls.
Note: It is possible for each source to completely bypass the main filters, or to send a
portion of the source signal to the main filters and another portion directly to the Effects
section. Though you can use filters at multiple locations in the signal path, you can often
attain the same or similar results by careful use of fewer filters, which helps to reduce
CPU load.
Note: The chosen filter type can alter the names and functions of the default Cutoff,
Resonance, and Drive knobs.
• Cutoff knobs and fields: Set the cutoff frequency for the chosen filter type.
• Res knobs and fields: Boost or cut frequencies above, below, or surrounding the
value set with the Cutoff knob. Resonance behavior changes when different filter
types are chosen.
• Drive knobs and fields: Overdrive the filter. This can lead to intense distortions and
aliasing, depending on filter type.
MainStage Instruments 96
• Level meters: Indicate the current audio level received from all four sources. If the
filter input level exceeds 0 dB, the meters indicate clipping by momentarily turning
red. Clipping produces an undesirable digital audio artifact in the output stage.
If clipping occurs, turn down the loudest source using the Vol knob or adjust the
balance between sources.
• Par/Ser knob and field: Set the filter routing configuration to parallel or series. Note that
this is pre-effects.
• At 0% position, the total output of the first filter is sent to the main outputs of the
filter module. This is parallel mode.
• At 100% position, the total output of the first filter is sent to the the second filter
input. This is series mode.
• At 50% position, equal amounts of the the first filter output signal are sent to the
second filter input and the main outputs of the filter module.
Note: When the Par/Ser knob is set to 100%, a portion of the the first filter signal
bypasses the second filter whenever the first filter FX Master knob is set above 0%.
• FX master knobs: Determine the balance between the filter module output sent to the
Effects section and the filter module output sent directly to the Alchemy main output.
• At 0% position, the total filter output is sent to the Alchemy main outputs, and none
of it to the Effects section.
• At 100% position, the total filter output is sent to the Effects section, and none of it
to the Alchemy main outputs.
• At 50% position, equal amounts of filter output signal are sent to the Effects section
and the Alchemy main outputs.
• Send destination pop-up menus: Independently send the output of the main filter (1 or
2) module to the Main effects rack, or to the A/B/C/D effects rack. Choose FX Main, FX
A, FX B, FX C, or FX D.
Note: When the FX master knob for the first or second filter is at the full-left position,
the total filter (1 or 2) output is sent to the Alchemy main outputs, and none of it to the
Effects section.
1. In Alchemy in MainStage, click the File button in the Name bar and choose Initialize
Preset from the pop-up menu to reset all Alchemy parameters to default settings.
Important: Use of Initialize Preset automatically turns on wide unison mode. See
Alchemy wide unison mode.
2. Click the source A button, then make the following parameter changes:
MainStage Instruments 97
4. In the top slot of the modulation rack, choose LFO > LFO 1 from the pop-up menu, then
set the Mod Depth knob to a value near 50%.
5. In the LFO 1 control panel, turn off Sync, set Attack to approximately 0.50 sec, and set
Rate to approximately 5 Hz.
6. Enable the first source filter by clicking the On button next to the filter type pop-up
menu. Do the same for filters 2 and 3. Click the Par(allel) button to enable parallel
configuration of the source A filters.
7. Click the Global button to view all sources, then click the source A content field and
choose Copy Source from the pop-up menu.
8. Click the source B content field, and choose Paste Source from the pop-up menu.
Repeat for the source C and D content fields.
9. Click the global A button to view source A, then make the following (approximate)
parameter changes to create an “ahhh” sound:
10. Click the global B button to view source B, then make the following (approximate)
parameter changes to create an “eeeh” sound:
11. Click the global C button to view source C, then make the following (approximate)
parameter changes to create an “oooh” sound:
12. Click the global D button to view source D, then make the following (approximate)
parameter changes to create an “ehh” sound:
MainStage Instruments 98
Control parallel source filters with morphing
The previous task set up a number of vowel sounds with source filters. Follow these steps
to morph between these sounds with your keyboard modulation wheel.
1. In Alchemy in MainStage, click Morph to view morph parameters, then click the Morph
Lin button.
3. Choose Perform > Control7 in the first modulation rack slot. Set the modulation depth
value to 100%.
4. Play your keyboard, and move your modulation wheel to morph between the source
filtered sounds.
If the output level seems low, you can boost it by increasing the value of the Vol knob in
the Master section or the Volume knob on the Name bar.
There are dozens of filter types to choose from in the main filters and the MMFilter
effects module.
There are multiple LP, BP, and HP filter designs in Alchemy, each with distinctive
characteristics that you may prefer for a given purpose.
Decibel values (6 dB, 12 dB, 24 dB, and 60 dB) are shown for LP, BP, and HP filter types,
indicating the steepness of the rolloff (frequency gain reduction).
MainStage Instruments 99
The available LP, BP, and HP filter designs include:
• Gritty: Two-pole filters designed to saturate heavily at higher Resonance and Drive
settings.
The three principal filter controls have standard functions for all traditional filter types.
• Drive: Allows the filter to be overdriven; the precise effect varies with each filter design.
• Amount: Controls the width of the band surrounding the resonant frequency. Low values
produce a narrow band, high values a wider one. Low resonance values may allow little
or no sound to pass through the filter.
A notch filter cuts a narrow band around a resonant frequency. The remainder of the signal
is affected minimally.
A peaking filter boosts a narrow band around a resonant frequency. The remainder of the
signal is affected minimally.
• Gain: Controls the amount of boost. Higher values are generally the most effective.
Alchemy offers three comb filter designs, each with its own character. The best choice is
very much a question of your preference and the type of sound you are trying to create.
That said, there are some distinguishing characteristics that may help guide you.
Comb Pos uses positive feedback on the delay lines, while Comb Neg uses negative
feedback to produce less extreme effects, often with a hollow quality. These two are the
less powerful combs and offer a much more gradual increase in resonance. They can
be useful when you require either a less dramatic effect or you want to hear more of the
exciter signal character in your sound. The latter point is noteworthy as this trait can be
useful when you want a more naturalistic modeled sound.
Comb PM uses bipolar feedback on the delay lines. The resonance control is bipolar,
allowing you to freely shift from negative (hollow sound) on the left to positive (bright and
peaky) on the right. This comb is useful for classic bright Karplus-Strong style sounds,
where the exciter impulse is not easily heard and the comb is more prominent. Take care
with your resonance level because it is capable of quickly going to extremes, which can
lead to feedback. Start with a resonance level of zero and increase (or decrease) slowly
to find a suitable effect strength.
For instrument modeling, it is best to assign combs as source filters, rather than in the
master filter or effect sections. Although comb filters can be used in the master filter
section, it is better to use the main filters for additional processing. Comb filters are also
available in the Effects section but are not polyphonic, so you will achieve better results if
they are placed earlier in the signal path.
• Note: Controls the delay time in the comb circuit. Lower values equate to a longer delay.
Note: Sending a percussive sound into a highly resonant comb filter causes it to ring at
a frequency determined by the delay time you have set with the Cutoff knob.
• At 0%, the carrier wave varies between –1 and +1, resulting in classic ring
modulation.
• At 100%, the carrier wave varies between 0 and 1, resulting in classic amplitude
modulation. In this case, the carrier signal itself is present alongside the sum and
difference sidebands.
• Weird: Controls the carrier waveform, from pure and glassy at low values to noisy at
higher values.
• Set to 0% for a pure sine wave carrier. Use this setting to produce characteristic
bell-like timbres.
Note: Distortion effects created in the source and main filter sections are polyphonic, with
each voice distorted independently. This avoids unpleasant intermodulation effects when
you play chords. In contrast, the Distortion module in the Effects section at the end of the
signal path processes a mix of all voices.
The filter controls work as follows when the filter type is set to a distortion effect:
• Mix: Controls the balance between clean and distorted signals. A value of 0% results in
the clean signal only. A 50% value results in an equal mix of clean and distorted signal.
A 100% value results in the distorted signal only.
The filter controls work as follows when the filter type is set to Compressor:
• Thresh: Set the threshold level. Signals above this threshold value are reduced in level.
• Ratio: Set the compression ratio (the ratio of signal reduction when the threshold
is exceeded).
The filter controls work as follows when the filter type is set to FM:
Tip: For classic FM sounds, double-click the Note knob to set it to the center
position, then Control-click the knob and choose Add Modulation > NoteProperty >
KeyFollow from the shortcut menu.
• Mod: Set the degree to which the modulator (source audio) can modulate the frequency
of the carrier.
• Feedback: Set the amount that the output of the carrier is fed back into itself.
An individual voice generated in the source section is passed through the main filters,
then into the master voice section where controls are provided for the amplitude, pan,
and coarse and fine-tuning of the voice. The voice is then mixed with other voices at
the input of the Effects section.
The master voice section also provides high-level control over various attributes of a
preset such as polyphony, tuning, and glide.
Note: When an AHDSR envelope is assigned to modulate master volume, the modulation
depth cannot be adjusted. This is because setting the depth below its default of 100%
would cause notes to remain above zero amplitude indefinitely, resulting in hung notes.
This rule applies to other modulators, such as an MSEG, where you also require a mod
depth setting of 100% unless you actually want notes to sustain indefinitely.
• Pan knob: Adjust the stereo position of the voice. Acts as a pan control for mono sounds
and as a balance control for stereo sounds.
• Coarse/Fine Tune knobs: Adjust the pitch of the voice in semitones (Coarse) and cents
(Fine=1/100 of a semitone).
• All/A/B/C/D buttons: Select All to set global voice parameters, which override individual
source settings. Select A/B/C/D to set individual source voice parameters. All of the
following parameters can be set globally or per source.
• Trigger Mode pop-up menu: Determine how trigger events affect audio signals and
glides (portamento). This parameter interacts with the Num and Glide controls and can
be used globally or per source.
Note: A trigger signal causes certain processes to execute from the beginning. These
include: the playback of samples and modulators, including LFO, AHDSR, MSEG, and
Sequencer. Individual modulators also have their own trigger options.
• Always: If the Num value is 1, a trigger is generated at the start of each legato
group, and portamento occurs at the start of every note. For all other Num values,
a trigger is generated at the start of every note, and portamento occurs at the start
of every note.
• Retrigger: A trigger is generated at the start of every note, and portamento occurs at
the start of every note.
• Legato: If the Num value is 1, a trigger is generated at the start of each legato group,
and portamento occurs at the start of each legato group. For all other Num values,
behavior is unchanged when you play single notes. When you play a chord, each
note of the chord is triggered individually.
• Num(ber of voices) pop-up menu: Set the maximum polyphony of a preset (up to 32
voices) when used globally, or maximum polyphony per source. A value of 1 results in a
monophonic preset or source.
Tip: Aim for the lowest possible polyphony value for the preset because this helps to
reduce CPU load.
• Voice Priority pop-up menu: Choose the Newest (last played), Oldest (first played),
Lowest or Highest (pitch) note to be prioritized when polyphony is exceeded. This
parameter can be used globally or per source.
• Rate/Time buttons: The portamento (glide) mode can be set to Rate or Time. This
parameter can be used globally or per source.
• Rate: Alchemy glides from note to note at a fixed rate set with the Glide knob. Longer
glides require more time. Shown as a percentage of the overall envelope length.
• Time: Alchemy glides from note to note over a fixed amount of time (in msec) set
with the Glide knob. Longer glides occur at a faster rate.
• Pitch bend Up/Down pop-up menus: Set the maximum range for upward and downward
pitch bend modulation, typically performed with your keyboard pitch wheel. Can be set
globally or per source.
Note: Individual sources can be set to respond to pitch bend or to ignore it. This is
determined with the Keyscale parameter on each source subpage. Pitch bend is also
available as a modulator, allowing further control over the pitch bend response of each
source. See Source subpage controls.
Alchemy features a modular modulation system that combines ease of use with extensive
functionality. The modulation rack is shown at the left. See Modulation rack controls. The
modulator control panel occupies the center portion of the display. This area updates
dynamically to display modulation sources for the selected parameter.
• Modulator panel type buttons: Click to view settings and adjust the controls of each
modulation source.
Note: Some modulation types, namely MIDI, Note property, and Perform control
modulators, don’t have a control panel in the center of the modulation section.
These modulators are set with menu items in the modulation rack.
Note: The additional layers of modulation are useful when the amount of modulation, such
as vibrato, is controlled by an envelope, MSEG, or channel aftertouch, for example. The
third layer of modulation is particularly useful for assigning velocity or the modwheel to
add expressiveness to the preceding modulation layers.
Note: The most recently clicked knob is highlighted in blue, making it easy to identify the
current target. If you switch between source subpage A to source subpage B, for example,
the highlight shifts to the corresponding knob on the new subpage. This behavior lets you
quickly assign modulations to a parameter such as Fine Tune for multiple sources.
Each modulation type is described in the linked sections. The MIDI control, Note Property,
and Perform control modulators do not have a graphical control panel.
The parameter name is shown in the Target pop-up menu at the top left of the
modulation section. Directly below the Target pop-up menu is a modulation rack
with up to ten slots (one is shown by default). Click a different knob, and the mod
rack updates to reflect the new selection. See Modulation rack controls.
• Add modulation: Assign a new modulator by choosing it from a submenu. The new
modulation assignment is shown in the first empty slot of the modulation rack.
• Clear modulation: Removes all modulations from the knob, leaving the modulation
rack empty.
• Paste modulation: Applies all modulator information from the Clipboard. Use of
the Copy and Paste commands lets you quickly assign the same modulations to
multiple targets.
1. In Alchemy in MainStage, click the File button in the Name bar and choose Initialize
Preset from the pop-up menu to reset all Alchemy parameters to default settings.
Important: Use of Initialize Preset automatically turns on wide unison mode. See
Alchemy wide unison mode.
2. In the source section, click the Vol knob for source A. In the modulation section, the
Target pop-up menu changes to read Vol A.
3. Click in the top slot of the modulation rack, then choose LFO > LFO 1 from the pop-up
menu. Click the LFO button to display the LFO controls in the area to the right of the
modulation rack.
Note: The pop-up menu displays the waveform shape used by the selected LFO in
parentheses. For example, “LFO 1 (Sin)” indicates that LFO 1 is using a sine waveform.
The waveform shape is updated in the modulation rack when changed in an LFO. See
Alchemy LFO controls.
4. Hold a note to hear a tremolo effect, as the source A volume is modulated by LFO 1.
Change the LFO Rate setting to adjust the speed of the effect.
5. Try adding another modulator to the rack in the slot beneath LFO 1.
Note: Up to ten different modulators of any type can be assigned to each control in
a preset.
1. In Alchemy in MainStage, Control-click the LFO 1 Rate knob, then choose Add
Modulation > Note Property > KeyFollow from the shortcut menu.
LFO 1 Rate is shown in the Target pop-up menu, and KeyFollow is listed in the first slot
of the modulation rack.
2. Play a variety of higher and lower notes to hear the effect of KeyFollow on the LFO Rate.
If this effect is too extreme, you can reduce the value of the Depth knob shown to the
right of the first slot in the modulation rack. See Modulation rack controls.
The modulation rack updates to display the Depth control name in the Target pop-up
menu. For example, LFO 1 Rate Depth 1 indicates the first modulator of the Depth target
(which is modulating the LFO Rate 1 target).
Normally, two things happen when you click a knob. First, the modulation rack associated
with the knob is displayed. Second, if a modulator has already been assigned to the first
slot in the newly displayed rack, the corresponding control panel is shown to the right.
Some modulators do not provide a control panel.
In two cases, however, Alchemy prevents these things from happening. If the knob you
click is on a modulator control panel (if you click LFO Rate or AHDSR Attack Time, for
example), Alchemy assumes you want to adjust the modulation of the current target
instead of switching to a new target. Similarly, if you click a modulation Depth knob in
the modulation rack, Alchemy assumes you want to adjust the depth, so the current rack
view is retained.
You can still view and edit modulation assignments in these cases. If a knob is located on
a modulator control panel or in the modulation rack, Control-click it to open a shortcut
menu with several commands. Choose Show Modulation to display the modulation rack
associated with the control.
Note: Some parameters cannot be modulated. Knobs in the Perform section are not
modulation targets because they are designed for use as modulation sources. If a
parameter is set with a menu command rather than a knob, you cannot modulate it,
such as with Loop mode or Filter type.
• Modulation target pop-up menu: Shows the selected modulation target and allows you
to select any active modulation target. Up to ten modulation slots are shown below the
Target pop-up menu. Each slot in the modulation rack has identical controls.
• On/off button: Turn the modulation source on or off. Off bypasses the modulation
assignment but doesn’t remove it from the slot.
• Modulation pop-up menu: Choose the modulation source. Choose None to remove
a source. Modulators are grouped by submenu. Choose New (modulator) to create
additional modulation sources of the chosen type. Many modulator types allow up to
16 discrete modulation sources to be created. Each of these modulation sources can
have independent parameter settings and can modulate different targets.
When you assign a source, a new slot appears below the selected slot. Up to ten
modulation slots are available for each target.
• Edit (E) button: Open the selected modulator control panel in the right half of the
modulation section.
Note: Not all modulator types have a control panel. Some are available only in the
Modulation pop-up menu.
• Depth knob: Set the modulation intensity in a range from -100% to 100%. Double-click
to reset Depth to zero.
• Smooth knob: Causes the target to respond more gradually to modulation at values
above zero. If you find that rapid filter or amplitude modulation causes unwanted sonic
artifacts, one solution is to add a small amount of smoothing. Larger values can also
produce interesting effects.
• Scroll bar: Drag vertically to view modulation rack routings (slots) that are not currently
visible. The scroll bar is shown only when the number of assigned slots exceeds the
modulation rack display area.
• Mod Targets button: Shows the currently viewed modulator targets. See Modulation
target pop-up menu entry above, and the Find targets for a modulator and Remove all
unused targets tasks below.
The modulator has no effect on the currently selected target but remains available for
assignment to other parameters.
Note: Depending on the situation, you may prefer to use the On/Off button for a
modulation slot to bypass the routing temporarily. This retains all parameter settings
of the modulation source.
For example, you would delete LFO 2 by choosing LFO > Del LFO 2 from the
pop-up menu.
• In Alchemy in MainStage, click the Mod Targets button to open a pop-up menu that
shows all modulators and all assigned targets for these modulators.
If you initialize Alchemy by clicking the File button, and then choose Initialize Preset
from the pop-up menu, you can browse the Target menu to see that:
• Any modulators assigned to a section which is turned off will be unassigned. For
example, if Aftertouch assigned to Additive FX Harmonic A : Odd/Even, it will be
unassigned when the additive module is turned off for A.
• Any ‘Max' modulations will be removed if the same value can be achieved by
changing the static value and removing the Max modulation.
The LFO module provides a standard Low Frequency Oscillator, such as you might find in
any conventional synthesizer or sampler. There are one or two unusual features, however.
Note: The LFO module has no depth control. The modulation depth is adjusted using the
Depth knob alongside the slot in the modulation rack.
LFO controls
• Current LFO pop-up menu and field: Access each LFO control panel by selecting a
number from the pop-up menu or with the Previous and Next arrows. Alchemy provides
up to 16 LFOs—one by default, but more if you create them when assigning modulators.
• Preset submenu: Choose a preset LFO shape. This can be used as is, or as a starting
point for your own shapes.
• Save: Save the current LFO settings. A dialog opens in which you can name and save
the file (*.lfo). The new LFO name appears at the bottom of the Preset submenu.
• Trigger pop-up menu: Choose On to retrigger the LFO (start from zero) with each
new played note. Off makes the LFO run freely (song start trigger). Voice On/FX Off
modulates voice parameters only, not effects. Also see the Delay, Attack, and Phase
knob descriptions.
Note: Settings from earlier application versions may not behave as expected, because
of the additional trigger option. Change to VoiceOn/FX Off to match the former version
behavior, then resave the setting.
• Bipolar button: When on, the LFO outputs negative and positive values per cycle (-50%
to 50%). When off, only positive values are output (0% to 100%).
• Basic: Common waveforms such as Ramp Up, Ramp Down, Sine, Square, and
Triangle, along with two random choices. Random Glide is a constantly fluctuating
random modulator that moves smoothly between random values at a speed set with
the Rate control. Random Hold is a stepped random modulator that jumps between
random values at a speed set with the Rate control, holding each value until the next
jump occurs.
• Complex: A variety of complex cycles, sweeps, and patterns can be used to create
regular (and irregular) patterns for your LFO modulations.
• Random Patterns: A variety of complex patterns that can be used to create random
LFO modulations.
• Ultra High Frequency: The ultra-high frequency category waveform shapes contain
multiple copies of a pattern. The modulation speed is a multiple of the speed set
with the Rate control.
• Delay knob: Introduce a delay between the note-on message and the first cycle of
the LFO when Trigger is on. When Trigger is off, Delay has no effect. The delay time
is adjustable over a range of 0.00 seconds to 20.00 seconds, or is set in tempo-
synchronized divisions when Sync is enabled.
• Attack knob: Fade in the LFO output to increase modulation depth the longer a note
is held (when Trigger is on). When Trigger is off, Attack has no effect. The attack
time is adjustable over a range of 0.00 seconds to 20.00 seconds, or is set in tempo-
synchronized divisions when Sync is enabled.
• Phase knob: Adjust the start point of the LFO from zero to later in the cycle (when
Trigger is on). The available range is 0.00% to 100.00%.
• Rate knob: Set the LFO rate or frequency. When Sync is off, rate is adjustable from 0 Hz
to 220 Hz. With Sync on, rate is set in beats and sub-beats.
• Sync button: Turn on to synchronize the LFO Rate, Attack, and Decay controls with the
project tempo. Turn off to freely set the LFO speed, attack and decay times.
The AHDSR module provides an envelope generator with attack, hold, decay, sustain, and
release stages. The A, H, D, and R times can be set independently. You can set the level of
the S stage which is maintained until a MIDI note off message is received.
The AHDSR display shows a graph of envelope generator output. The ruler along the
top shows the time, calibrated in seconds or in beats when Sync is activated. The
envelope appears as series of points joined by lines or curves representing the different
envelope segments.
You can set AHDSR values with the controls outlined in this section or by dragging points
on the envelope graphic.
You can adjust the curvature of segments between points. Drag the line between points
upward to make a segment progressively more convex; drag it downward to make a
segment progressively more concave. Convex, linear, and concave envelope segments
produce characteristically different effects. Option-click the line to reset a segment to a
linear slope.
Envelope controls
• Current AHDSR pop-up menu and field: Access each AHDSR control panel by selecting
a number from the pop-up menu or with the Previous and Next arrows. Alchemy
provides up to 16 envelopes—one by default, but more if you create them when
assigning modulators.
• File button: Open a pop-up menu with a number of envelope handling commands.
• Preset submenu: Choose a preset envelope shape. This can be used as is, or as a
starting point for your own envelope shapes.
• Save: Save the current envelope. A dialog opens in which you can name and save the
envelope file (*.ahd). The new envelope name appears at the bottom of the Preset
submenu.
• Randomize: Create a random envelope shape. This can be used as is, or as a starting
point for your own envelope shapes.
Note: Settings from earlier application versions may not behave as expected because
of the additional trigger option. Change to VoiceOn/FX Off to match the former version
behavior, then resave the setting.
• Sync button: Turn on to synchronize the envelope with the project tempo. Adjustment
of AHDR knobs snaps the envelope to bars and beats. Turn off to set envelope stage
times freely.
• Attack knob: Set the time required to reach the peak amplitude level after a note is
played. Adjustable from 0.00 seconds to 20.00 seconds.
• Hold knob: Determine the time that the peak amplitude level is held before the decay
stage of the envelope begins. Adjustable from 0.00 seconds to 20.00 seconds.
• Decay knob: Set the time required for the peak amplitude to fall to the sustain level.
Adjustable from 0.00 seconds to 20.00 seconds.
• Sustain knob: Set the envelope sustain level as a percentage of peak amplitude.
Adjustable from 0% to 100%.
• Release knob: Set the time required for the signal amplitude to fall from the sustain
level to zero, after the key has been released. Adjustable from 0.00 seconds to
20.00 seconds.
Tip: Where possible, try to use the minimum required envelope release times in order
to reduce voice overlap, because this helps to reduce CPU load.
The Multiple Segment Envelope Generator (MSEG) allows complex modulation envelopes to
be created and edited.
The MSEG display shows a graph of envelope generator output. The ruler along the top
shows the time in seconds or in beats when Sync is activated. The envelope appears as
series of points joined by lines or curves representing the different envelope segments. A
Play icon scrolls across the display, tracking the progress of the envelope relative to the
most recently played note.
Any number of points can be added to an envelope. The envelope segments linking these
points can be linear or curved. A Sync function allows envelopes to be linked to a grid
derived from the MainStage tempo to create elaborate rhythmic patterns.
Envelopes are created and edited in two basic ways: by adding, moving, or removing
points, and by adjusting the curve of the envelope segments between points. See the
Edit Mode pop-up menu information.
The loop markers are moved by dragging the handles horizontally. The loop start marker
cannot be moved to the right of the loop end marker, and the loop end marker cannot be
moved to the left of the loop start marker. Loop markers always snap to the nearest point.
Also see the Loop Mode pop-up menu information.
MSEG controls
• Current MSEG pop-up menu and field: Access each MSEG control panel by choosing
a number from the pop-up menu or with the Previous and Next arrows. Alchemy
provides up to 16 envelopes—one by default, but more if you create them when
assigning modulators.
• Preset submenu: Choose a preset envelope shape. This can be used as is, or as a
starting point for your own envelope shapes.
• Save: Save the current envelope. A dialog opens in which you can name and save
the envelope file (*.mse). The new envelope name appears at the bottom of the
Preset submenu.
• Randomize: Create a random envelope shape. This can be used as is, or as a starting
point for your own envelope shapes.
• Trigger pop-up menu: Choose On to retrigger the MSEG (start from zero) with each new
played note. Off triggers the MSEG for the first note only. Voice On/FX Off modulates
voice parameters only, not effects. In Off mode, the MSEG retriggers only for notes
received after all other notes have been released.
Note: Settings from earlier application versions may not behave as expected because
of the additional trigger option. Change to VoiceOn/FX Off to match the former version
behavior, then resave the setting.
• Sync button: Turn on to synchronize the MSEG with the project tempo. When you adjust
or create envelope points, they snap to bars and beats. Turn off to set envelope point
positions freely.
Note: The Snap Y setting doesn’t move existing point levels into alignment with
quantized positions; it only affects the response of points when created or dragged.
• Loop Mode pop-up menu and field: Choose one of four MSEG loop modes.
• None: Looping is disabled. The loop markers remain visible in the MSEG display but
have no effect in this mode.
• Continuous: The loop section plays continuously in a forward direction while a note
is held and continues after the note is released.
• Sustain: The loop section is played while a note is held. When the note is released,
the remainder (or release section) of the envelope plays.
• Edit Mode pop-up menu and field: Choose one of three modes that determine how the
MSEG responds to edits.
• Normal: Only the selected point or points are moved. Non-selected points remain in
their current positions.
• Slide: Dragging the selected point or points also moves all subsequent envelope
points, retaining the relative distance between points.
• Stretch: Dragging the selected point or points to the left compresses earlier
points and stretches later points. Dragging to the right stretches earlier points and
compresses later points. In either case, the total length of the envelope is preserved.
• MSEG display: Shows a graph of MSEG output, shown as points connected by lines.
• Scroll bar and zoom controls: Drag the middle of the scroll bar to view envelope points
that aren’t visible in the display area. Horizontally drag the zoom controls at either end
of the scroll bar to resize the contents of the visible display area.
Note: Make sure the appropriate Snap Y option is active before creating points. Also be
mindful of the Sync button state.
The x-axis value (time position) and y-axis value (level) are shown at the pointer
position as you drag.
Note: Hold down Command while dragging a point to restrict movement to the
horizontal or vertical axis, whichever movement is performed first.
• To move several adjacent points together as a group, first drag to select multiple points,
then drag any point in the group to the required position.
Note: Make sure the appropriate Edit Mode option is active before moving points. Also
be mindful of the Sync button state.
• Drag the line between points upward to make the segment progressively more convex.
• Drag the line between points downward to make the segment progressively
more concave.
1. In Alchemy in MainStage, click the File button in the Name bar and choose Initialize
Preset from the pop-up menu to reset all Alchemy parameters to default settings.
Important: Use of Initialize Preset automatically turns on wide unison mode. See
Alchemy wide unison mode.
2. In the master voice section, click the Coarse Tune knob, and assign MSEG 1 as
its modulator.
4. If the MSEG control panel is not visible, click the MSEG button at the top of the
modulation section.
Now an MSEG envelope can be used to control pitch in semitone increments, over a
two-octave (a 24 semitone) range.
The sequencer module is a programmable step-based modulator that can play patterns
of up to 128 steps that are synchronized with the project tempo. The level of each step,
groove/swing, and envelope can be controlled globally for the pattern and per step.
• Trigger pop-up menu: Choose On to play the sequencer pattern from the beginning
with each MIDI note-on. Off makes the sequencer run continuously. Voice On/FX
Off modulates voice parameters only, not effects. The sequencer module is always
synchronized with the MainStage tempo, regardless of the Trigger setting.
Note: Settings from earlier application versions may not behave as expected because
of the additional trigger option. Change to VoiceOn/FX Off to match the former version
behavior, then resave the setting.
• Rate pop-up menu and field: Set the duration of every step in the sequencer pattern,
expressed as a fraction of a beat. For example, assuming a quarter-note beat, a value
of 1/2 produces eighth note steps and a value of 1/4 produces sixteenth note steps.
You can also step through Rate values with the Previous and Next buttons (the arrows).
• Value Snap pop-up menu and field: Quantize sequencer step values, limiting them to
exact fractions of the available range. For example, a setting of 1/2 aligns bars to the
values 0%, 50%, and 100% when dragged vertically. Off disables quantization, which
lets you set step values freely. You can also step through available values with the
Previous and Next buttons (the arrows).
Note: Value Snap doesn’t move existing step values into alignment with quantized
positions; it only affects the response of step values when you move or create them
in the step editor.
• Value: View and edit the value of each step in the pattern.
• Length: View and edit the length of each step in the pattern. Technically, you create
a pattern of longer and shorter envelope shapes so that the attack, sustain (gate),
and release stages fill a larger or smaller portion of the fixed step duration. These
lengths are combined with the overall sequencer Attack/Gate/Release settings to
determine the envelope shape of each step.
• Swing: Create variations in the timing of steps. Each swing value ranges from 0 to
2; the middle value of 1 represents standard timing, while smaller values play earlier
and larger values play later. These swing values are combined with the overall
sequencer timing pattern set with the Swing knob.
• Preset submenu: Choose a preset sequencer configuration. This can be used as is,
or as a starting point for your own sequences.
• Save: Store the current sequencer configuration (step values, lengths, and swing
settings plus the sequencer control settings) in a new disk file (*.seq). The new
sequence name appears at the bottom of the Preset submenu.
• Randomize: Apply random offsets to the Swing, Attack, Gate, and Release
parameter values.
• Import: See the Import data from a MIDI file task in this section.
• Swing knob: Adjust timing to create swing effects. Values over 0% increase the
duration of odd-numbered steps (1, 3, 5, and so on) while decreasing even-numbered
step lengths.
• Attack knob: Set the time required for each step to reach its peak level.
• Hold knob: Set the amount of time each step is held at its peak level.
• Release knob: Set the time required for each step to fall from its peak level to zero.
• Step editor: Shows steps numbered from left to right across the top of the display.
Steps are represented by vertical bars that you can edit directly. The appearance and
behavior of the step editor is determined by the active Edit Mode menu choice.
• Scroll bar: Drag the middle of the scroll bar to view steps that are not visible in the
display area.
• Drag a bar vertically to adjust its value, or click directly at the required height.
You can extract velocity data and set step values to match. If the MIDI file consists of notes
of equal duration, such as a succession of eighth or sixteenth notes, every step in the
resulting pattern will have an associated non-zero value. If the MIDI file consists mainly of
notes of equal duration with occasional gaps, such as a succession of eighth notes with
occasional eighth rests, the gaps are represented by step values of zero. If the MIDI file
has irregular timing, or if it consists of chords rather than single notes, the results of this
process are less predictable and usually less useful.
You can extract groove data (timing inflections) and set step swing values to match. If
the MIDI file consists of nearly equal durations, such as eighth notes or sixteenth notes
with timing inflections, this process yields useful results.
You can also extract note pitch data and set step values to match. The MIDI file should
consist of equal durations with no gaps and should be limited to single pitches between
a low C and a C two octaves higher. For example, a MIDI file could consist of notes C1
through C3, with the low C corresponding to a step value of zero. Because the pitch range
is always two octaves, you should use the sequencer to modulate pitch with a depth of 24
semitones in order to reproduce the pattern of notes in the original MIDI file.
• In Alchemy in MainStage, choose one of the following Import commands from the
Sequencer File pop-up menu.
• Import Velocity: Set step values based on extracted velocity data and swing values
based on extracted groove data.
• Import Note: Set step values based on extracted note data and swing values based
on extracted groove data.
The Env Follower module provides an envelope follower with Attack, Release, and Scale
parameters. The Attack and Release times can be set independently. You can set the
overall Scale, or amplitude, of the Env Follower output.
Adjustments to Attack and Release times cause a slowdown in the reaction time of the
envelope follower to the input signal. The display shows changes in real time.
• File button: Open a pop-up menu with a number of envelope follower handling commands.
• Preset submenu: Choose a preset envelope follower setting. This can be used as is,
or as a starting point for your own envelope follower settings.
• Save: Save the current envelope follower settings. A dialog opens in which you can
name and save the envelope file (*.ef). The new envelope name will appear in the
Preset submenu.
• Audio: The output of any individual Alchemy source, master filters 1 or 2, master
output pre- or post-effects, or the side chain input.
• Modulators: Choose any active modulation source, Note Property, MIDI source, or
Perform control.
Note: The Source pop-up menu selection is saved with an envelope follower preset,
but is only restored to the same modulator if the corresponding modulation source is
active at the time of loading.
• Attack knob: Set the time required to reach the peak amplitude level of the audio or
modulation source. Longer attack times cause the rise time to be lazy.
Tip: Set the Attack time and Release time values to zero to closely follow the input
source. When the envelope follower Source pop-up menu choice is audio, or a very fast
modulation, this closely approximates the source envelope shape.
Tip: Assign an LFO as the source and modulate the Attack, Release and Scale
parameters with other modulation sources to create new and interesting LFO shapes
not available from the LFO menu.
• Scale knob: Set the amplitude of the output signal, after the envelope follower has
processed the incoming signal.
• Env Follower display: Shows the input source (dimmed), and the resulting signal after
processing (bright). The display does not update if the Env Follower panel is inactive.
A ModMap is not a modulator. Instead, its purpose is to process the output of a modulator,
mapping the original values to new ones before they are applied to a modulation target.
ModMaps let you create curved velocity responses, scale the volume of each source across
the keyboard, quantize the pitch response to a random-LFO modulation so it aligns with
the steps of a scale, and much more.
Mapping is defined by the graphical shape of the ModMap, which represents a transfer
function. The x (horizontal) axis represents the range of original modulation values, from
0.00 to 1.00. The y (vertical) axis represents the range of mapped modulation values, also
ranging from 0.00 to 1.00. To see how a modulation value is affected by the ModMap, look
at the original value along the x-axis; the corresponding y value determines the output of
the mapping.
• A convex ModMap maps the middle range of inputs to values that are higher than the
default output.
• A concave ModMap maps the same range of inputs to values that are lower than the
default output.
• A stepped ModMap quantizes the input, mapping each input value to a corresponding
output value defined by one of the steps.
ModMaps are created or deleted with the ModMap pop-up menu commands in the
modulation rack. The default ModMap does nothing because the output is identical
to the input.
• Preset submenu: Choose a preset ModMap. This can be used as is, or as a starting
point for your own ModMaps.
• Save: Save the current ModMap. A dialog opens in which you can name and save
the ModMap file (*.mma). The new ModMap name appears at the bottom of the
Preset submenu.
• Snap X pop-up menu and field: Quantize the original point values, limiting them to exact
fractions of the available range. For example, a Snap X setting of 1/3 snaps point values
to 0, 1/3, 2/3, and 1 when a point is dragged. Off disables quantization and lets you set
point levels freely. You can also step through Snap X values with the Previous and Next
buttons (the arrows).
Choose Key mode to change the ModMap display to a familiar keyboard layout. Key
mode works for any modulation source but is particularly useful for Key Follow sources,
where a specific modulation amount can be assigned to individual notes.
• Snap Y pop-up menu and field: Quantize point levels (or y values), limiting them to
exact fractions of the available range. For example, a Snap Y setting of 1/3 snaps point
levels to the values 0, 1/3, 2/3, and 1 when a point is dragged. Off disables quantization
and lets you set point levels freely. You can also step through Snap Y values with the
Previous and Next buttons (the arrows).
Note: The Snap X and Snap Y settings do not move existing point levels into alignment
with quantized positions. These parameters only affect the response of points when
created or dragged.
Note: Make sure the appropriate Snap X/Y option is active before creating points.
Important: Use of Initialize Preset automatically turns on wide unison mode. See
Alchemy wide unison mode.
2. Click the Master Vol knob to show the modulation rack in the modulation section. Note
the two modulators loaded in the modulation rack: AHDSR 1 in the first slot, Velocity in
the second.
3. Choose ModMap 1 from the pop-up menu to the right of the Velocity slot in the
modulation rack.
4. Play a few notes on your MIDI keyboard to confirm that the velocity response is
unchanged by the default ModMap.
5. Drag the middle of the ModMap line upward to create a convex curve.
6. Play a few more notes on your MIDI keyboard, and listen to the effect of the convex
velocity curve: notes you strike with medium force play louder than they did with the
default curve.
7. Drag the middle of the ModMap line downward until the segment curves in the opposite
direction, becoming concave.
8. Play a few more notes on your MIDI keyboard, and listen to the effect of the concave
velocity curve: notes you strike with medium force play softer than they did with the
default curve.
1. In Alchemy in MainStage, click the File button in the Name bar and choose Initialize
Preset from the pop-up menu to reset all Alchemy parameters to default settings.
Important: Use of Initialize Preset automatically turns on wide unison mode. See
Alchemy wide unison mode.
2. Click the Global button to view all sources, then load one sample (or multi-sample) into
source A, and load a contrasting sample (or multi-sample) into source B.
By default, there is a 50% crossfade between these sources, so you should hear a
balanced mix of the two samples across the entire keyboard range.
3. Click the source B Vol knob to show the modulation rack in the modulation section.
4. In the first slot of the modulation rack, choose Note Property > KeyFollow.
The amplitude of source B is modulated according to MIDI note number, but this
modulation does not yet have the required shape. Currently, the lowest notes are
softest, notes in the middle of the keyboard are medium-loud, and notes at the top
are loudest.
You will now use a ModMap to reshape the response of source B Vol to modulation
by KeyFollow.
6. Play a few notes on your MIDI keyboard to confirm that the KeyFollow response is
unchanged by the default ModMap.
• Click at a position along the line slightly to the right of the halfway mark to create a
new point. Leave the level of this new point at 1.00.
8. Play across the keyboard range to hear the source B Vol response. If the response is not
to your taste, make further adjustments to the point values or positions in the ModMap.
Important: Use of Initialize Preset automatically turns on wide unison mode. See
Alchemy wide unison mode.
2. Click the master voice section Coarse Tune knob to show the modulation rack in the
modulation section.
3. In the first slot of the modulation rack, choose LFO > LFO 1, and reduce the modulation
Depth to 12.0 semis.
• Shape = RandHold
• Bipolar = off
5. Play and hold a note to confirm that the pitch changes freely within the 12 semitone
range, twice per beat.
6. Set SnapX = 1/6 and SnapY = 1/12. These functions make it easier to create the required
ModMap shape.
7. Click along the line to create ten new points between the first and last points.
X Positions Y Positions
1/6 0/12
1/6 2/12
2/6 2/12
2/6 4/12
3/6 4/12
3/6 7/12
4/6 7/12
4/6 9/12
5/6 9/12
5/6 12/12
You can choose one of six different modulation sources from the MIDI submenu in the
modulation rack. These are ideal for adding breath and foot controller modulations,
for example.
2. Choose one of the following MIDI control options from the submenu:
Several properties of incoming MIDI note data, as well as values generated per-note by
Alchemy, are available as modulation sources.
• Velocity: Modulation based on the velocity values of incoming MIDI note data.
• KeyFollow: Modulation based on incoming MIDI note numbers. The modulation value
glides to the value of higher-pitched notes. The Glide value is determined by the
Glide parameter in the master voice section. See Alchemy master voice section.
• Speed: Modulation based on the elapsed time between notes. A progressively slower
sequence of notes results in progressively greater modulation values.
• Held: A modulation signal that rises to full-scale immediately at note-on and falls to
zero immediately at note-off.
• FlipFlop: A modulation signal that is alternately full-scale and zero on successive notes.
• FlipFlop2: Like FlipFlop, but the value reverses every two notes: zero, zero, full, full,
in a repeating pattern.
Note: The FlipFlop modulators can be used together to create a round robin involving
all four sources. To do this, set Morph mode to Morph XY or XFade XY, set the
Morph X and Y knobs to 0%, then modulate X with FlipFlop and Y with FlipFlop2 or
vice versa. See Morph controls.
• Stepped4/8/16: Similar to FlipFlop, but cycles between the number of values (4, 8, or
16) at each subsequent note-on. Steps are spaced at equal increments, starting from
a value of zero. If you need further control, you can use a ModMap to define values
for each step. See ModMap parameters.
• Random1-4: Modulation based on a fixed random value per note. This is a unipolar
source with values ranging from zero through full-scale. The four random sources
are independent of each other.
• Polyphony: A modulation signal that is larger when there are more notes playing
and smaller when there are fewer notes playing. Technically, the current number of
played notes is divided by the total polyphony. This parameter may be useful for
reducing volume when lots of notes are played. Polyphony is determined by the Num
parameter in the master voice section. See Alchemy master voice section.
The assigned parameters are controlled by the arpeggiator. The Poly Mod 1 and
Poly Mod 2 pop-up menu assignments in the arpeggiator correspond to these
parameters. When the arpeggiator is in All mode (denoted by the A), one arpeggiator
is used for all sources. When you use multiple arpeggiators to control individual
sources, Poly Mod options A/B/C/D are shown in the Note Properties pop-up menu.
See Arpeggiator sequencer controls.
You can choose one of sixteen different modulation sources from the Perform submenu
in the modulation rack. These correspond to the eight assignable knobs, two X/Y control
squares, and four envelope knobs shown in the Perform section.
2. Choose one of the following Perform section control options from the submenu:
The performance controls subpage provides eight knobs, two XY pads, and a set of
ADSR envelope knobs for a total of sixteen controls. These can be assigned to modulate
parameters in the same way as other modulation sources. In addition to these assignable
controls, the Perform section has its own gain stage with a dedicated Snapshot Vol
control. Also available is the Transform pad that lets you capture morphable snapshots of
performance control settings. All performance controls are available as automation targets.
As you explore the included sound library, you may notice that many presets have a similar
performance control layout. Some presets may require special performance controls, but
the following guidelines work well for most presets.
• Control knobs: Provide quick access to a sound’s main characteristics. You can assign
knobs to other parameters in advanced view.
• Knobs 1 and 5: Often used for Delay (1) and Reverb (5) level. If other effects are
used, other effect parameters can be substituted here. Control of effects mix levels
should take priority over other parameters, assigned to Knob 1.
• Knobs 2 and 6: Often used for filter cutoff and resonance. If your preset doesn’t use
a filter, you might consider adding one in a fully open state in the Effects section.
• Knobs 3 and 7: Often used to control rhythm or movement in a preset with LFO or
arpeggiator parameter assignments.
• Knobs 4 and 8: Often used for timbre, pitch, or other source parameters.
• XY pad 2: Can be used for control over additional morphing or effects parameters or for
features unique to a particular preset.
• Envelope knobs: Normally control the corresponding parameters in AHDSR 1. You can
reassign to other parameters in advanced view.
• Mod wheel: Typically linked with the most playable performance control and should
always be functional for the first snapshot. Take care with modwheel assignments to
make sure settings of 50% or lower don’t cause undesirable results, such as a dropout
of the sound (from a very low minimum lowpass cutoff setting, for example). This is
particularly important if your MIDI controller has a spring-loaded joystick.
• Octave: Turn off if you want to play your sound across the entire keyboard range.
• Transform pad: Drag the framing box to different positions to morph between
performance snapshots in real time. The performance control knobs update,
modulating the associated parameters.
• Copy Snapshot: Store all performance control settings of the selected snapshot in
a buffer.
• Paste Snapshot: Paste all performance control settings from the buffer to the
selected snapshot.
• Clear: Capture the current performance control values and apply them directly to
target parameters, preserving the current sound. Following use of the command, all
performance control and Transform pad assignments are cleared, all controls are
reset to zero, and the knob and pad name fields are wiped.
• Randomize Snapshots: Create random performance control values for all snapshots
except the currently active snapshot.
Tip: This parameter is on by default, but you can enable or disable it as preferred
and then save the default preset in the plug-in header to recall this behavior in
new presets.
• Octave pop-up menu: Define an octave range used to switch between Transform pad
positions when you play notes within the specified range.
• Rate field: Drag vertically or use the arrows to set the speed of movement
(interpolation) between snapshots when switching from a MIDI keyboard.
Each modwheel target offers an inverted option. This is useful when using a spring-
loaded modulation wheel as it stops the target performance control from closing
when the modulation wheel is released.
• Snap Vol field: Set the intensity of change from one snapshot to the next. In essence,
this sets an initial level between snapshots.
All snapshots should be approximately the same volume, with a peak level around
–5 dB. You should also be mindful of relative volume levels between snapshots. For
example, a soft pad and a distorted lead could both peak at –5 dB, but the lead may
seem louder. In this scenario, lower the volume of the lead, rather than increase the pad
level, so that relative volume levels seem similar between the pad and lead sounds.
1. In Alchemy in MainStage, click the Transform pad snapshot you want to use.
3. Control-click anywhere on the Transform pad, then choose Store Current Snapshot from
the shortcut menu.
Note: Store Current Snapshot only applies if; Update Snapshot is disabled in the
Transform pad File pop-up menu, if the framing box is not directly aligned with a
Transform pad slot, or if you want to save the current settings to a different Transform
pad slot.
Note: Snapshot names are indexed and appear as text search results in the Browser.
Snapshot names are also passed to Smart Controls.
1. In Alchemy in MainStage, click the Transform pad snapshot you want to name
or rename.
2. Control-click anywhere on the Transform pad, then choose Rename Current from
the shortcut menu.
3. Enter text in the highlighted text input field, then press Enter.
2. Control-click anywhere on the Transform pad, then choose Store Current Snapshot from
the shortcut menu.
3. Control-click anywhere on the Transform pad, then choose Store Snapshot > (target
snapshot) 1-8, or All from the shortcut menu.
The stored snapshot is replicated in the target snapshot. If All is chosen, all eight
snapshots are identical.
2. Control-click anywhere on the Transform pad, then choose Swap Current Snapshot from
the shortcut menu.
The first eight notes of the chosen octave are assigned to snapshots 1–8.
2. Press one of the assigned keys on your controller to select the corresponding snapshot.
Note: MIDI notes assigned to snapshots do not trigger Alchemy voices. Choose Off from
the Octave menu to make notes play across the entire range of MIDI note numbers.
3. Drag vertically in the Rate field to set the speed of movement between snapshots. You
may also want to adjust the Snap Vol field value to set initial levels between snapshots.
The eight knobs can each be named by clicking in the field below a knob and typing a
name. When a custom name is assigned, auto-assign does not update the name. Delete
the performance control text to reenable auto-assigned names.
Control-click any perform knob to open a shortcut menu with a number of useful
commands. Most of these commands are also available for the Perform section envelope
controls. See Performance control envelopes.
• Swap With: Exchange all modulation assignments between the selected knob and any
other performance control selected from a list.
• Copy Setting to all Snapshots: Updates all eight snapshots with the current value of the
selected knob, which replaces the stored value of that knob in each snapshot.
For example, if you want to set the master Sustain knob to a value of 100% in every
snapshot, turn the knob to the 100% position, Control-click it, then choose this
command to apply the new setting to all eight snapshots.
• Auto Assign: Set a modulation target for the selected control and update the label.
• Invert Knob: Swap the minimum and maximum values of the selected performance
control and associated modulation targets. Technically, this parameter modifies the
parameter range.
XY pads: Drag the handles to modulate two parameters simultaneously. The x- and y-axes
of each XY pad can be named independently by clicking the fields above or below and
typing a name. When a custom name is assigned, auto-assign does not update the name.
Delete the performance control text to reenable auto-assigned names.
Control-click an XY pad to open a shortcut menu containing similar commands for both the
x- and y-axis.
• Swap X/Y With: Exchange modulation assignments between the x- or y-axis and any
other performance control selected from a list.
• Copy X/Y to All Snapshots: Updates all eight snapshots with the current value of the
selected x- or y-axis, which replaces the stored value of that axis in each snapshot.
• Auto Assign: Set a modulation target for the selected x- or y-axis and update the label.
• Lock Control: Enable to prevent the Transform pad from affecting the assigned control.
This is useful when you want to automate the assigned parameter independently of the
Transform pad.
There are four envelope control knobs. By default, these are linked to the corresponding
parameters in the main Alchemy level envelope (AHDSR 1), but you may reassign these
knobs to other parameters. Control-click any knob to open a shortcut menu with a number
of useful commands. See Performance control knob shortcut menu items.
Envelope controls
• Attack knob: Set the attack time for AHDSR1, or adjust the value of assigned parameter
or parameters.
• Decay knob: Set the decay time for AHDSR1, or adjust the value of assigned parameter
or parameters.
• Sustain knob: Set the sustain level for AHDSR1, or adjust the value of assigned
parameter or parameters.
• Release knob: Set the release time for AHDSR1, or adjust the value of assigned
parameter or parameters.
Alchemy arpeggiator
• Basic arpeggiator controls: These buttons and knobs determine the basic behavior of
the arpeggiator. See Basic arpeggiator controls.
• Arpeggiator sequencer controls: These buttons, pop-up menus, and knobs let you edit
one or more arpeggiator sequencers. These sequencers are internal to the arpeggiator
and are separate from the main Alchemy sequencers. See Arpeggiator sequencer
controls.
• Arpeggiator menu commands: These provide a number of useful functions for managing
arpeggiator patterns. See Arpeggiator menu commands.
If you’re ready to begin some hands-on experimenting, see Use the arpeggiator.
The basic arpeggiator controls consist of several buttons and nine knobs.
• When set to All, the arpeggiator pattern is played by all active sources.
• You can restrict the arpeggiator pattern to a single target source by setting values
for one of the A, B, C, or D arpeggiators. The other three sources, if active, respond
to incoming MIDI data with no arpeggiation.
• You can also activate and create different arpeggio patterns for any combination
of the A, B, C, or D arpeggiators. When you play the keyboard, each active source
is triggered by the corresponding active arpeggiator, resulting in up to four
simultaneous (but different) arpeggiated sources.
Note: Alchemy uses separate voices to play arpeggiated and non-arpeggiated output.
Therefore, this feature requires the Num(ber) of voices to be set to at least 2 in the
master voice section. See Alchemy master voice section.
• Sync button: Turn on to synchronize the arpeggiator with the project tempo. See
Rate knob.
• Choose a value other than Off to restart the arpeggiator pattern when the first note
is struck after a pause. This allows you to create pattern variations by playing chords
on different beats in the bar and may feel more responsive. Playing legato does not
retrigger the arpeggiator.
• Choose Snap to Rate when you want to use a host application rate that differs from
available menu options.
• Choose Cycle Reset to enable or disable. This option starts the arpeggiation from
the first note each time the pattern is repeated and when the host application is
started (at step 1). Cycle Reset is enabled by default, and turned off for all existing
presets for backwards compatibility.
• Mode knob: Turn the arpeggiator on and off, and determine the order in which incoming
notes are organized into a pattern. In addition to Off, you have the following choices:
• Up/Down: Plays the current notes from lowest to highest and back again.
• Down/Up: Plays the current notes from highest to lowest and back again.
• As Played: Plays the current notes in the order they were originally played.
• Chord: Plays all held notes simultaneously as a chord. The chords are retriggered
and pulse in time with the arpeggiator rate and rhythm, as determined by the
arpeggiator sequencer settings. See Arpeggiator sequencer controls.
Note: Mode is a modulation target. This lets you set a Perform knob to modulate
Mode, enabling you to turn the arpeggiator on and off during a performance.
• Rate knob: Set the duration of each arpeggiator step. When Sync is on the arpeggiator
is synchronized with the project tempo, and Rate is set in bars/beats. When Sync is
off, the Rate knob sets a constant length for each step which is unaffected by project
tempo changes.
• Octave knob: Determine if the arpeggiator pattern is played only at its original pitch or
across higher octaves when the pattern is repeated.
• Length knob: Set the length of each arpeggiated note. At the maximum setting of 100%
the length of each note is a full step. Set the length to lower values to generate shorter
notes for a more staccato effect (if triggering a sound with a fast release time).
• Pattern knob: Choose the active pattern in the step sequencer section to the right.
Sixteen different step sequencer patterns can be created and edited for each
arpeggiator. By default, all patterns are identical, so this parameter has no effect
until your patterns are edited.
• Swing knob: Change the timing of the arpeggiator, moving even-numbered steps to
later positions without changing the timing of odd-numbered steps. This can add a
more relaxed feel or groove to the part. Swing generally works best when combined
with a Rate knob setting of 1/4 of a beat (16th note swing feel) or a Rate knob setting
of 1/2 a beat (8th note swing).
• Split knob: Set the highest MIDI note number to be included in the arpeggiator
pattern. Notes above this value are not arpeggiated. Set to the maximum value (G8) to
arpeggiate all MIDI input.
• Latch knob: Hold the arpeggiator pattern when you lift your hands from the keyboard in
Hold or Add mode. Set to Off to stop the arpeggiator pattern when you lift your hands.
• Hold: Newly played notes are organized into a new pattern, which replaces the
existing pattern.
Tip: Try combining As Played mode with the Add latch setting to create an
interactive step sequencer with up to 128 steps.
The arpeggiator sequencer section is similar in functionality to the step sequencer in the
main modulation section, but with an important difference: the arpeggiator sequencer
provides multiple sequences running in parallel, each hardwired to a different arpeggiator
parameter. In addition, each arpeggiator provides a pair of Poly Mod sequencers, which
can be used to modulate synthesizer parameters via the modulation matrixes. See Note
property modulators.
You can reduce the number of steps by dragging the gray end marker to the left, or you
can increase the number of steps by dragging the marker to the right, up to a maximum
of 128 steps. If the sequence is too long to fit in the display, you can scroll through all
steps by dragging the gray scroll bar below.
Steps can be tied by clicking the link symbol below the step, which joins that step note to
the next to make one longer note.
There are two different ways to view and edit sequencer data: Step and Multi edit mode.
Click either button to choose the mode.
In Multi edit mode, you can edit common step parameters for multiple steps.
• Velocity: These values set the velocities of notes generated by the arpeggiator,
assuming the Note Vel knob is not set to 100%. Set a step value to zero to create
a rest. No note is played on that step.
• Tune: These values determine tuning offsets for each step in semitones.
• Pan: These values set the pan position of individual notes: drag up to pan the note
left, or down to pan right.
• Swing: These values determine timing offsets that make individual steps play
early or late. The Swing sequence and the Swing knob can be used at the same
time, allowing you to add a basic shuffle feel with the Swing knob, then fine-tune
individual notes with the Swing sequence.
• Length: These values set the note length for each step. Steps with zero length do
not play. The Length knob globally scales the durations of all steps, but you can
refine these lengths with the Length sequence. Try setting even-numbered steps
shorter than odd-numbered steps, for a funky, groovy feel.
• Arp Mod 1-2: Use these general purpose sequences to modulate any of the main
synthesizer parameters: ArpMod 1-2 is available as a modulation source. See Note
property modulators.
• Value Snap pop-up menu: Set a value that automatically snaps edits you make to
sequence steps. For example, set to 1/3 to limit edits to 100%, 66%, 33%, or zero
values. Off disables quantization, which lets you set step values freely.
Note: Value Snap doesn’t move existing step values into alignment with quantized
positions; it only affects the response of step values when you move or create them
in the step editor.
• Scroll bar: Drag the middle of the scroll bar to view steps that are not visible in the
display area.
• Tie buttons: Perform the same function as the tie buttons under each step in step mode:
the step is tied to the next to make one longer note.
Note: Any Velocity sequence value greater than zero is ignored for the subsequent tied
step, as is the Pan sequence value. Pitch offsets work for the tied steps, however, so
you can create pitch glides over tied steps by adjusting the Glide value in the master
voice section, setting the Num(ber) of voices to 1, and setting the voice mode to
Legato. See Alchemy master voice section.
• Tune fields: Drag vertically to set tuning offsets for each step in semitones. Double-
click to reset the offset to zero.
• Pan knobs: Set panning offsets for each step. Double-click to reset the offset to zero.
• Scroll bar: Drag the middle of the scroll bar to view steps that are not visible in the
display area.
File button: Opens a pop-up menu with a number of useful arpeggiator pattern
management commands.
• Paste: Paste a pattern from the Clipboard to the selected sequencer pattern.
• Import MIDI: Import note, velocity, and timing information from a monophonic pattern,
and set the Pitch, Velocity, and Swing sequence values accordingly.
Follow the steps outlined in the tasks to use the Alchemy arpeggiator.
• Set the Mode knob to any value other than off to enable the arpeggiator. Set the
Mode knob to Off to stop the arpeggiator.
• Set the Latch knob to any value other than off to enable the arpeggiator. Set the
Latch knob to Off to stop the arpeggiator.
Important: Use of Initialize Preset automatically turns on wide unison mode. See
Alchemy wide unison mode.
2. Click the Arp button to show the arpeggiator section. All is selected by default.
3. Turn the Mode knob to select Up, Down, Up/Down, or Down/Up mode.
4. Play a chord and hold it: the individual notes of the chord are arpeggiated with regular
8th notes.
• Set the Rate knob to 1/16 to create 16th note arpeggios instead of 8th notes.
• Adjust the Swing knob to add a swing feel. Note that this knob is capable of extreme
settings, so use lower values for a normal swing feel. Values around 25% result
in a strong swing feel. Values of 10% or lower result in a subtle, relaxed feel to
the groove.
• Set the Latch knob to Hold to make the arpeggio continue cycling after you release
the keys.
• Experiment with Trigger mode. With Trigger turned on, the arpeggiator feels more
responsive and allows you to deliberately restart the pattern with your playing. It also
allows you to play out of time with the rest of the project.
Important: Use of Initialize Preset automatically turns on wide unison mode. See
Alchemy wide unison mode.
2. Click the Arp button to show the arpeggiator section. All is selected by default.
3. Turn the Mode knob to select Up, Down, Up/Down, or Down/Up mode.
5. Play single notes in the lower registers: each note bounces up and down one octave,
with an 8th note timing.
6. Rotate the Length knob to change note lengths. Higher settings result in a more legato
feel, while lower settings create shorter staccato notes.
Important: Use of Initialize Preset automatically turns on wide unison mode. See
Alchemy wide unison mode.
2. Click the Arp button to show the arpeggiator section. All is selected by default.
This switches the display to show settings for the source A arpeggiator. You can have a
separate arpeggiator for each source instead of the single global arpeggiator available
in All mode.
4. Turn the Mode knob to enable the source A arpeggiator, then play a chord, and adjust
the Rate and Octave knobs to suit.
This switches the display to show settings for the source B arpeggiator. The settings
you made for the source A arpeggiator are not changed.
7. Turn the Mode knob to enable the source B arpeggiator, then play a chord, and adjust
the Rate and Octave knobs to suit.
8. Repeat steps 5-7 for sources C and D if you require additional arpeggiated sources.
Note: You need at least four note polyphony to hear all four arpeggiated sources at
once. See Alchemy master voice section.
Important: Use of Initialize Preset automatically turns on wide unison mode. See
Alchemy wide unison mode.
2. Click the Arp button to show the arpeggiator section. All is selected by default.
3. Turn the Mode knob to select Up, Down, Up/Down, or Down/Up mode.
4. Click the Step button to switch to Step edit mode, then choose Velocity from the
pop-up menu.
5. Adjust step levels for the Velocity sequence to introduce volume changes. Try turning
down all even numbered steps for a groovier feel, or Option-click specific steps to
disable them, thus creating a rest for that step.
6. Choose Length from the pop-up menu to display the length sequence. Experiment with
shorter or longer notes for different steps: try lengthening odd numbered steps and
shortening even numbered steps to enhance the groove.
7. Try tying a step to the next step by clicking the link symbol at the bottom. Experiment
with tying different steps to generate different rhythms and with tying multiple
subsequent steps to create a long note that spans several steps.
Important: Use of Initialize Preset automatically turns on wide unison mode. See
Alchemy wide unison mode.
2. Click the Arp button to show the arpeggiator section. All is selected by default.
3. Turn the Mode knob to select Up, Down, Up/Down, or Down/Up mode.
4. Set the Rate knob to 1/4. You can also choose to use a small Swing knob value to create
a looser feel.
6. Turn off several steps in the top Gate row to create a different rhythmic pattern.
As an option, you can also adjust the Pan knobs to position steps left or right in
the stereo field.
8. Drag vertically in a Tune field for one of your tied steps. This results in a pitch change
partway through the note. Values of +/- 12 semitones can work well to produce octave
shifts up or down, but other values can also produce useful results: try +7 semitones for
example, or -2.
9. Switch to advanced view if required, then click the Global button, and set the Num(ber)
of voices to 1 to create a monophonic preset. See Alchemy master voice section.
12. Set a small Glide knob value, such as 50ms or lower, to introduce pitch glides for tied
and detuned steps. This results in smooth, rather than jarring, pitch transitions.
Important: Use of Initialize Preset automatically turns on wide unison mode. See
Alchemy wide unison mode.
2. Click the Arp button to show the arpeggiator section. All is selected by default.
4. Set the Rate knob to 1/4. You can also choose to use a small Swing knob value to create
a looser feel.
6. Turn off a significant number of steps to make the pattern simpler. For example, enable
only steps 1, 4, 7, 10, 13, and 15 to create a triplet polyrhythm.
7. Choose Off in the Trigger pop-up menu to prevent the arpeggiator from retriggering
when you play a chord.
8. You can choose to perform similar operations on further patterns, chosen with the
Pattern knob. Use different values for each pattern to create complex polyrhythms.
9. As a further option, Control-click the Pattern knob, then choose Add Modulation from
the shortcut menu, and link it to one of the performance controls. This lets you use
the assigned performance control to switch between patterns while playing.
The Alchemy Effects section houses a powerful multi-effects processor that provides five
independent effects racks: Main, A, B, C, and D. Each rack allows you to insert chains of
effects. The signal flows through inserted effects from the top to the bottom of each rack.
You can achieve different sonic outcomes by changing the order of effects in each rack.
• Individual sources (post source filters, if used) can be routed to the A/B/C/D racks. See
Source master controls and Source filter controls.
• The main filters can be independently routed to the Main/A/B/C/D racks. See Main
filter controls.
Output from the Effects section is mixed with the dry output signal from the main or source
filter modules before being sent to the Alchemy main outputs.
Effect control panels display a variable combination of buttons, knobs, displays, menus,
and fields that are specific to the effect. Many effect control panels also include a File
button that opens a pop-up menu with Load, Save, Copy, Paste, and Clear commands.
These menu commands apply to the settings of the individual effect.
Note: The Clear command available in plug-in control panel menus restores default settings
for the effect. It does not bypass the effect or remove it from the effects rack.
• Filter effects
• Modulation effects
• Reverb effects
• Effect on/off buttons: Bypass or enable each effect slot in the selected effects rack.
• Effect slots: Load an effect type from the pop-up menu. None removes an effect. Drag
an effect name to move it to another slot.
• When you an insert an effect in a slot that already contains an effect, the existing
effect is replaced.
• Choose None from the pop-up menu to remove an effect. The slot is bypassed and is
not removed.
• When you drag the name of an inserted effect to a different slot to move it;
preceding or following effects are moved up or down the list surrounding the target
slot to preserve the order of the effects chain.
• File pop-up menu: Open a pop-up menu with several commands you can use for
the selected effects rack (Main, A, B, C, or D). Commands do not apply to all racks
simultaneously.
• The Load, Save, Copy, and Paste commands apply to the entire contents of the
selected effects rack and to the settings of each loaded effect.
• The Clear command removes all loaded effects in the selected effects rack.
• The Randomize command randomizes the settings of all currently loaded effects in
the selected effects rack.
• Scroll bar: Drag vertically to view effects rack slots that are not currently visible. The
scroll bar is shown only when the number of assigned slots exceeds the effects rack
display area.
Effects in this group are used to control the level or stereo position of the signal.
• Gain knob: Use a setting of 100% to preserve the input signal level. Lower values reduce
this level, all the way to silence at 0%.
• Pan: Low values boost the left and cut the right channel; high values boost the right and
cut the left. At 50% the balance between left and right input channels is preserved.
• Amount knob: Set the amount of compression. Make-up gain is built in, so more
compression results in greater apparent loudness.
• Release knob: Determine how quickly the compression effect subsides once the input
signal falls below the threshold.
• Phat button:Add a saturation effect, for a different compression color. Turn off for more
neutral/transparent compression.
• File button: Open a pop-up menu with several useful commands and to access presets.
• Save: Open a dialog where you can name and save the current settings to a new
preset. The saved preset name is shown at the bottom of the Presets submenu list.
• Copy/Paste: Copy the current settings to the Clipboard and paste the
Clipboard contents.
• Attack knob: Set the time it takes for the compressor to react when the signal exceeds
the threshold level.
• Release knob: Determine how quickly the compression effect subsides once the input
signal falls below the threshold value.
• Threshold knob: Set the threshold level. Signals above this threshold value are reduced
in level.
• Input Gain knob: Set the level of gain applied to the signal at the compressor input.
• Makeup Gain knob: Set the amount of gain applied to the compression signal at the
compressor output.
• Low Cut/High Cut knobs: Set the lower and upper boundaries of the passband.
• Low Res/High Res knobs: Add resonant emphasis to the passband boundaries.
• Mix knob: Set the amount of band-rejected signal mixed back into the signal path,
bypassing effects between the BP Filter and the Band Reject mix point.
• Tune knob: Determine the frequency band to which the boost is applied.
• Phat button: Add a saturation effect, for a different color to the bass enhancement. For
more neutral/transparent results, leave phat mode off.
• Tube knob: Use to simulate the warm distortion effect of an overdriven tube amp.
• Pre Gain knob: Set the amount of input gain applied before the distortion effect. This
enables you to produce heavily saturated distortions with some distortion types,
especially Tube.
• Post Gain knob: Set the output level to compensate for significant signal boosts caused
by distortions such as Tube and Mech.
• Type pop-up menu: Choose from dozens of different filter types. Each has a unique
characteristic. See Filter types.
Note: The knobs described are common to most filter types but not all.
• Resonance knob: Set the filter resonance or emphasis. Higher settings boost
frequencies in the immediate vicinity of the cutoff frequency.
• Drive knob: Overdrive the filter. The precise effect varies with each filter design.
• Mix knob: Determine the wet/dry balance (0% = dry only; 50% = equal mix; 100% = wet
only). Typically this is left at 100%.
• Gain knobs: Set the amount of boost or cut to the three frequency bands.
• Freq knobs: Set the center frequency for the three frequency bands.
Note: The three frequency bands can each be set to values from 16 Hz through to
20 kHz, so it isn’t necessary (although it may be useful) to tune F2 above F1, or F3
above F2.
• Mix knob: Set the balance between the dry input signal and the wet effect signal.
• Gain knobs: Set the amount of boost or cut to the pre- or post-filtered signal.
• Shape knobs: Set the pre- or post-filter shape toward a lowpass or highpass type. The
center position has a balance of low and high filtering.
• Freq knobs: Set the center frequency for the pre- or post-filtered bands.
• Display: View and edit the predefined filter curve. Drag the white handles to set the
shape start, mid, and end points. Drag the line between points to create convex or
concave curves. Option-click the line to reset it to a linear shape.
• Bipolar button: Turn on to use a bipolar filter curve. Turn off to use a unipolar filter curve.
• Save: Open a dialog where you can name and save the current settings to a new
preset. The saved preset name is shown at the bottom of the Presets submenu list.
• Copy/Paste: Copy the current settings to the Clipboard and paste the Clipboard
contents.
• L/R Rate knobs: Set the delay time in msec when the Sync button is off, or in beats
when the Sync button is on. See Sync button parameter below.
• L/R Offset knobs: Add a small additional amount of delay, enabling you to adjust the feel
of tempo-synced delays.
• L/R Feedback knobs: Determine the amount of delayed signal fed back to the input of
the delay.
• Filter A/B buttons: Turn on to filter the delayed signal without affecting the dry signal.
You can use one or both filters. Select a type for each filter via the selection fields. Each
filter has Cutoff and Resonance controls.
• Filter type pop-up menu: Choose a type for each filter. See Filter types.
• Resonance knobs: Set the filter resonance or emphasis for filter A or B. Higher settings
boost frequencies in the immediate vicinity of the cutoff frequency.
• Sync button: Turn on to synchronize delay rates with the project tempo. See L/R Rate.
• Mono button: Turn on to mix the left and right input channels down to mono. The result
is fed to both the left and the right channels of the delay. The dry portion of the signal
remains in stereo.
• Crossover knob: Determine stereo placement of the feedback signal. At 0%, left feeds
left and right feeds right; at 50%, each channel is fed to both inputs; at 100%, left feeds
right and right feeds left.
• Initial Pan knob: Determine stereo placement of the initial delayed signal (prior to
Feedback). Typically, you would set Initial Pan to 0% or 100% when Crossover = 100%,
and leave Initial Pan centered at 50% in most other cases.
• Mix knob: Determine the Wet/Dry balance (0% = dry only; 50% = equal mix;
100% = wet only).
• Save: Open a dialog where you can name and save the current settings to a new
preset. The saved preset name is shown at the bottom of the Presets submenu list.
• Copy/Paste: Copy the current settings to the Clipboard and paste the
Clipboard contents.
• File button: Open a pop-up menu with several useful commands and to access presets.
• Save: Open a dialog where you can name and save the current settings to a new
preset. The saved preset name is shown at the bottom of the Presets submenu list.
• Copy/Paste: Copy the current settings to the Clipboard and paste the
Clipboard contents.
• Delay knob: Set the base delay time. Short values are useful for flanging, values in the
range of 10 to 40 msec are useful for chorus, and longer delay times can produce a
variety of metallic and buzzing effects.
• Rate knob: Set the modulation speed. Faster rates and smaller depths are characteristic
of chorus effects, while slower rates and greater depths are typical for flanging.
• Mix knob: Determine the wet/dry balance (0% = dry only; 50% = equal mix;
100% = wet only).
• Feedback knob: Set the level of the delayed signal that is fed back into the input.
Medium to medium-high settings are common for flanging effects, while chorus tends
to use little or no feedback.
• Stereo knob: Spread the delayed signal across the stereo field.
• File button: Open a pop-up menu with several useful commands and to access presets.
• Save: Open a dialog where you can name and save the current settings to a new
preset. The saved preset name is shown at the bottom of the Presets submenu list.
• Copy/Paste: Copy the current settings to the Clipboard and paste the
Clipboard contents.
• Rate knob: Set the modulation speed. Can be synchronized with the project tempo when
Sync is enabled. See Sync button.
• Spread knob: Spread the delayed signal across the stereo field.
• Poles knob: Set the intensity of the phasing effect. Higher values result in a more
cutting and harsh phasing sound.
Tip: Where possible, try to use the minimum number of poles required because this
helps to reduce CPU load.
• Feedback knob: Set the level of the delayed signal that is fed back into the input.
• Sync button: Turn on to synchronize delay rates with the project tempo. See Rate knob.
• Time knob: Set the length of the reverb tail. Values up to 20 sec are possible.
• Pre Delay knob: Set the amount of initial delay before diffuse reflections begin.
• Size knob: Determine the dimensions of the simulated space.
• Width knob: Determine how much reflections are spread across the stereo field.
• Gate knob: Set a threshold below which the reverb tail is gated. Attack shapes the
beginning of the gated tail, while Decay shapes its end.
• Attack knob: Attack shapes the beginning of the gated reverb tail.
• Decay knob: Decay shapes the end of the gated reverb tail.
• EQ knobs: Modify the frequency content of the wet signal. LoFreq sets the frequency of
a low shelf that you can boost or cut with LoGain. HiFreq sets the frequency of a high
shelf that you can boost or cut with HiGain.
• Mix knob: Set the wet/dry balance (0% = dry only; 50% = equal mix; 100% = wet only).
• File button: Open a pop-up menu with several useful commands and to access presets.
• Save: Open a dialog where you can name and save the current settings to a new
preset. The saved preset name is shown at the bottom of the Presets submenu list.
• Copy/Paste: Copy the current settings to the Clipboard and paste the
Clipboard contents.
• File button: Open a pop-up menu with several useful commands and to access presets.
• Save: Open a dialog where you can name and save the current settings to a new
preset. The saved preset name is shown at the bottom of the Presets submenu list.
• Copy/Paste: Copy the current settings to the Clipboard and paste the
Clipboard contents.
• Pre Delay knob: Set the amount of initial delay before diffuse reflections begin.
• Damping knob: Determine the amount of high frequency loss in the reflections.
• Hi/Lo Cut knobs: Set high and low frequencies. The wet signal above and below is cut.
• Size knob: Determine the dimensions of the simulated space. Larger values equal longer
reverb times.
• Mix knob: Determine the wet/dry balance (0% = dry only; 50% = equal mix;
100% = wet only).
• Dry knob: Set the level of the dry signal sent to the main outputs.
• Wet knob: Set the level of the effect signal sent to the main outputs.
• PreDelay knob: Set the amount of initial delay before diffuse reflections begin.
• Size knob: Determine the dimensions of the simulated space. Larger values equal longer
reverb times.
• Stereo knob: Set the output width of the convolution. When set to 100%, the output
width is dictated by the impulse response sample. When set to 0%, it is equivalent to
convolving with a mono version of the stereo impulse.
• Start knob: Determine the start point of the loaded impulse response.
• End knob: Determine the end point of the loaded impulse response.
Tip: Where possible, try to use the shortest possible impulse response length
required because this helps to reduce CPU load. If you change the IR length, you
will need to adjust the envelope shown in the Impulse response display.
• Impulse response display: View the loaded impulse response waveform. An editable
level envelope is superimposed over the waveform.
• Drag the envelope points to set levels over the duration of the impulse response.
• File button: Open a pop-up menu with several useful commands and to access presets.
• Save: Open a dialog where you can name and save the current settings to a new
preset. The saved preset name is shown at the bottom of the Presets submenu list.
• Copy/Paste: Copy the current settings to the Clipboard and paste the Clipboard
contents.
Note: The impulse response file is not loaded, saved, or copied and pasted. File
menu commands affect only the parameter settings.
• Filter type pop-up menus and fields: Choose the filter type. See Filter types.
• Resonance knobs: Set the resonance or emphasis for each filter. Higher settings boost
frequencies in the immediate vicinity of the cutoff frequency.
Extended parameters
• MIDI Mono Mode pop-up menu: Choose Off, On (with common base channel 1), or On
(with common base channel 16).
In either mode, each voice receives on a different MIDI channel. Per voice channels
support pitchbend, aftertouch, modwheel, and Performance control assignment
messages. See Performance controls overview. Controllers and MIDI messages sent
on the base channel affect all voices.
The chosen pitch bend range affects individual note pitchbend messages received on
all but the common base channel. The default is 48 semitones, which is compatible
with the GarageBand for iOS keyboard in pitch mode. When using a MIDI guitar, 24
semitones is the preferable setting because most guitar to MIDI converters use this
range by default.
Given the flexibility and variety of Alchemy synthesis engines, you can take a number of
different approaches to sound design.
• If you prefer to tweak existing settings, it may be more suitable to use features that
affect the entire instrument. At the simplest level this is achieved with performance
controls such as the Transform pad. See Basic synthesis tweaks and Performance
controls overview.
Whatever approach you favor, you can achieve new and interesting results. Experiment and
familiarize yourself with each approach. Each has its strengths and weaknesses, and often
a combination of methods may strike the best balance for your needs.
When programming a sound from scratch in Alchemy, the best approach is to work on each
component of the sound in isolation.
To start, you need a plain vanilla setting. You can revert to this setting by choosing File >
Initialize Preset in the Name bar. The default setting is sonically uninteresting but provides
a useful starting point for several examples.
Important: Use of Initialize Preset automatically turns on wide unison mode. See Alchemy
wide unison mode.
Note: Images shown in tutorials are not specific to presets used in tasks. They are included
as a guide to help you find areas and parameters in the Alchemy interface.
1. In Alchemy in MainStage, click the Preset name field in the Name bar and choose the
Analog Bass Sequence preset. Make sure the Advanced view button is active.
2. Click the Perform button to view the performance controls, then drag the framing
bracket in the Transform pad while playing your keyboard.
The sound morphs between different sound variations. If you happen across
something you like, you can use the Save As button in the Name bar to name and
save a new preset.
3. Drag the framing bracket to the top left (“Snappy”), then set the Decay knob to
zero and the Sustain knob to around 75%. Drag the Arp Mode knob to the leftmost
Off position.
When you hold a note on the keyboard you will hear a sustained sound with no
sequenced pattern. Adjust the Cutoff, Resonance and Tube knobs to hear how they
affect the sound.
Play a few notes to hear the impact this has, then click the gray On button to re-enable
the Multimode Filter plug-in.
6. Click the On button for the Delay plug-in and play a few notes to hear the effect.
7. Choose any preset from the File menu in the Delay effect interface. Drag the gray scroll
bar at the bottom of the Effects section if the Delay effect isn’t visible.
8. Return to the performance controls, and adjust the Resonance and Cutoff knobs while
playing both staccato and held notes.
9. Drag the blue control points in both XY Pads while striking a note to hear their impact.
10. Double-click both the Resonance and Cutoff knobs to set them to the zero position.
You can see that the Analog Bass Sequence preset uses four sources: A, B, C and D.
2. Click the source select field for both source A and source B, then choose Load VA >
Simple > Triangle in each.
Play your keyboard to hear a more mellow synth type sound. Feel free to repeat this
step with sources B and C, using different waveforms, or perhaps import a sample.
Important: Use of Initialize Preset automatically turns on wide unison mode. See
Alchemy wide unison mode.
2. Click both the source A and source B buttons to mute these sources. A blue A, B, C, or
D button indicates the source is active.
Play the keyboard to hear a very different sequenced sound which emphasizes the
interaction between Additive source C and the Saw used for source D. You can click
the C and D source buttons, in turn, to hear them in isolation. It may surprise you to
hear what they sound like individually.
Tip: Muting sources in this way is also a good working practice when editing or
adjusting source settings because it allows you to focus on the sonic characteristics
you are trying to achieve for the source. You can unmute the source and adjust
the Volume settings of each to set the balance between them once you’ve made
your changes.
3. Click the Perform button to view the performance controls, then drag the framing
bracket in the Transform pad while playing your keyboard.
You will hear the sound morphing between different sound variations. If you happen
across something you like, you can use the Save As button in the Name bar to name and
save a new preset. Return the framing bracket to the “Snappy” position when done.
Important: Use of Initialize Preset automatically turns on wide unison mode. See
Alchemy wide unison mode.
5. In the central modulation section, make sure the Attack, Hold, and Decay knobs are set
to zero, set Sustain to around 80%, and Release to around 0.032. You may also want to
experiment with adjustments of the Decay and other knobs in the performance controls
section to hear their impact.
4. Adjust the Par/Ser knob to hear how this affects the sound when the filters are used in
series or in parallel.
Drag the framing bracket in the performance controls to hear variations of your
tweaked sound.
1. In any loaded Alchemy preset, click the source name field and choose Save Source from
the pop-up menu.
2. Give the source a name in the file dialog, and click Save.
3. In a new instance of Alchemy, click the Source select field and choose Load Source
from the pop-up menu, then choose the saved source.
The source (or sources) from up to four presets can be recycled in this way.
4. Steps 1-3 can be repeated for any Alchemy element that provides a File pop-up menu,
such as modulation settings, arpeggiator settings, effects settings, and so on.
Make use of existing presets as sources of raw material for your own sounds.
Alchemy also allows you to use several of the built-in synthesizer engines to create sounds
without sample importing and analysis. This section explores these pure synthesis options
and other approaches to creating the basic building blocks of your sounds.
Once you have added the raw material to your sources, Alchemy’s filters, modulation, and
Effects sections are available to further refine your sound. See the information and tasks
outlined in these sections: Main filter controls, Alchemy modulation overview, and Alchemy
effects overview. Also look at the Performance controls overview and Alchemy arpeggiator
overview sections.
Note: Images shown in tutorials are not specific to presets used in tasks. They are included
as a guide to help you find areas and parameters in the Alchemy interface.
1. In Alchemy in MainStage, click the File button in the Name bar and choose Initialize
Preset from the pop-up menu to reset all Alchemy parameters to default settings.
Important: Use of Initialize Preset automatically turns on wide unison mode. See
Alchemy wide unison mode.
This defaults to the VA (Virtual Analog) synthesis engine. Play a few notes to hear
the sound.
3. Click the Additive button, just below the File button in the Name bar, then click the
Additive On button to enable the additive engine.
Double-click the Additive Vol knob to reset the level, then play a few notes to hear
the sound.
5. Click the Additive button to view the additive edit window, where the Vol button should
be active and a single column is shown at the left of the Partial bar display.
6. Drag vertically and horizontally across the Partial bar display to create a series of new
harmonics of different levels. Create a pseudo waveform shape.
Play your keyboard to hear how this sounds. Depending on what you’ve drawn, you
should hear a harsh and edgy digital sound.
This is how you adjust grouped harmonics. Adjusting groups of, rather than individual,
harmonics is the best approach to take when creating additive sounds. Creating and
adjusting individual harmonics is possible (using One in the Mode pop-up menu), but it
is tedious and not an efficient approach. In general terms, even harmonics sound more
musical and odd harmonics sound noisy or dissonant.
9. Click the Tune button, choose One (single harmonics) from the Mode pop-up menu,
then draw horizontally and vertically (creating another pseudo waveform shape) in the
Partial bar display.
10. Choose Fifth from the Mode pop-up menu, then drag some points vertically and
horizontally in the Partial envelope display.
Play the keyboard to hear the fifth harmonics bend in pitch, controlled by the envelope
associated with this group of harmonics.
Harmonic envelopes control the level, pitch, pan, and phase of harmonics over time.
This level of control over each harmonic (if required) enables you to recreate almost
any type of sound, but as mentioned, it is far more efficient to work with groups
of harmonics. Individual editing of harmonics or their associated envelopes is only
recommended for fixes to unwanted partials or for more impactful edits to the lower
harmonics, such as the fundamental, second, fourth, and so on. Edits of upper
harmonics are unlikely to be audible in many cases.
11. Close the edit window, and experiment with the Fundamental, Octaves, Odd/Even, and
Fifths knobs in the additive effects section. Also adjust the PVar and Sym knobs to hear
their impact.
12. Choose Stretch from the second additive effects pop-up menu, and experiment with the
Stretch and String knobs.
13. As further steps, you may also want to Control-click different Additive controls to assign
modulation routings. Try assigning a modulation sequencer to the String parameter in
the additive effects section to create a stepped sample-and-hold type of sound. You
can use a File menu preset for the sequencer or create your own sequence.
If you want to take the modulation sequence concept further, you could create a
sequence of individual harmonic pitches, resulting in a melody. Similarly, you could
sweep a comb filter across the harmonic series, again resulting in a melody.
Important: Use of Initialize Preset automatically turns on wide unison mode. See
Alchemy wide unison mode.
This defaults to the VA (Virtual Analog) synthesis engine. Play a few notes to hear
the sound.
3. Choose several waveforms from each category in the source select field, and play the
keyboard each time to hear the sound.
Alchemy has dozens of waveforms to choose from, providing a wealth of raw source
material. Once you’ve explored the options, choose Complex > Soft Edge. This
resembles a cheap electronic keyboard piano sound.
4. Turn on the first filter in the source parameters on the left, then double-click the
Cutoff knob.
Play to hear a much mellower sound evoking an electric piano. Feel free to try different
filters, but LP 12 dB Smooth is a good option.
5. Click the Global button at the top left, then click the Master Vol knob.
Adjust the Release knob to a value around 1.00 in the central AHDSR envelope section.
7. Choose Mod FX in the top effects slot, then click the Mod FX File button and choose
Preset > Big Chorus.
8. Choose Phaser in the second effects slot, then click the Phaser File button and choose
Preset > Subtle Vibrato.
Turn on the Sync button, then play to hear a simple, effected electric piano sound
that is created from a single source. It goes without saying that this sound could be
improved in many ways, but this primer should give you a feel for how quickly a basic
preset can be created in Alchemy’s VA engine. Keep the sound you’ve created for the
next task.
Though there are areas of crossover between synthesis engines, the VA engine is strong
for synthesizer type sounds, the additive engine is strong for digital and bell-like sounds,
and the sampler/granular engines are best suited for sample manipulation, with the latter
being particularly useful for loop mangling.
Alchemy also offers resynthesis which uses the additive or spectral synthesis engines, or
a combination of the two, along with optional formant control. Resynthesis, put simply,
analyzes a source audio file and reconstructs a facsimile of this sound using sine waves
and noise signals. You can then manipulate these reconstructed elements to create
new presets. The additive engine is well suited for single notes with a strong harmonic
character. The spectral engine is suitable for chordal material and other complex signals.
In many cases, you will achieve the best results by combining the two synthesis engines.
This lets you manipulate the resynthesized source more precisely, playing to the strengths
of each synthesis method.
2. Click the Preview button to enable or disable automatic preview of selected files.
4. Choose Alchemy Samples > Strings > Single Samples > Strings Mid, then click the
Import button.
The Import browser closes when the import is complete, and the previous window
is displayed.
5. Click the Global button (if not active), then adjust the Vol knobs of source A and B to
hear an electric piano/string layer.
6. Repeat for sources C and D, using different analysis modes and the same or
different samples.
An import progress dialog is shown when import methods other than Sample are used.
The Import browser automatically closes when the import is complete.
7. Click the source select buttons at the left for sources B, C, and D, then click the
Additive, Spectral, Pitch, Formant, Granular, and Sampler buttons at the upper right
to view the parameters of each synthesis engine.
The use of different synthesis engines enables different kinds of manipulation options
for each source, providing different sonic characteristics. Beyond the comparatively
simple combining of sources and synthesis engines in this way, you can perform a
sophisticated form of cross-synthesis with Alchemy morphing features. See Elemental
morphs overview.
Alchemy can also perform a deeper and more powerful form of morphing referred to as
elemental morphing. Elemental morphing is an advanced form of morphing that operates at
the sound generation level, making it possible to combine core characteristics of different
sounds, technically referred to as cross-synthesis. It allows new sounds to be created by
mixing and matching elements from multiple source sounds. Elemental morphing expands
the possibilities for creative sound design well beyond what is possible with the parameter
morphing described in the paragraph above.
The Alchemy additive, spectral, granular, and formant synthesis engines are key facilitators
for this type of morphing. Each synthesis method has inherent strengths and weaknesses,
making them more suitable for certain sound types than other synthesis engines. Having all
of them available in Alchemy makes it a unique and powerful morphing tool. Another critical
component for elemental morphing is Alchemy’s ability to reconstruct audio using these
synthesis engines; a process called resynthesis. Resynthesis makes it possible to perform
elemental morphing on any audio because it creates a synthesized facsimile of the original
sound that affords more manipulation options than a static sample. Without resynthesis,
elemental morphing would be limited to sounds built from scratch within Alchemy.
See Morph use and tips, Morph drum beats, and Morph melodic sounds.
Note: Images shown in tutorials are not specific to presets used in tasks. They are included
as a guide to help you find areas and parameters in the Alchemy interface.
It is important to choose the same analysis mode for all morphed sources. See
Import browser.
Though you can morph with any synthesis type, the best morphing results are achieved
with the spectral or additive engines. Spectral is the most suitable import method to use
for the majority of audio material. Use Additive or Add + Spec import mode if dealing with
pitched, monophonic sounds. Make sure the Formant button is turned on when importing
sounds because this generally results in a higher quality morph.
If you are not creating a pitched instrument that requires the root note to remain at the
default pitch, irrespective of the morph position, turn off the Fixed Pitch button, because
this will result in a higher quality morph.
The time alignment of sounds is crucial to achieving a good morph. Selecting sounds with
similar timing and loop characteristics tends to deliver the best results. Aim to have a
similar loop duration and loop location within the selected samples. If the sounds you are
morphing are comprised of more than single note samples or the timing of your sources
doesn’t align as you would like, adjust the warp marker positions. See the Manually
time-aligning morphed sounds task in this section.
Morphs that move from 100% of all elements in a sound to 100% of another sound can
often be suitable for sound effects but may be more difficult to shape into new playable
instruments. You may find it better to mix the levels of individual elements for this type
of use.
Note: Images shown in tutorials are not specific to presets used in tasks. They are included
as a guide to help you find areas and parameters in the Alchemy interface.
When morphing is turned on for a source, warp markers are displayed in the zone waveform
editor. See Zone waveform editor.
1. In Alchemy in MainStage, click the source select field for the active source, then choose
Import Audio from the pop-up menu.
2. In the Import browser, click the Additive, Spectral, or Granular import mode button.
3. Select the files you want to use, then click the Import button.
When you import additive, spectral, or granular data, Alchemy automatically sets warp
markers at the following positions:
• The loop start point. If a sample does not have loop points, loop points are
automatically chosen.
• The loop end point. If a sample does not have loop points, loop points are
automatically chosen.
• To move a warp marker, including the loop start and end, drag the marker handle left
or right.
Note: The loop start and loop end markers also double as warp markers. You cannot
position the loop start later than the loop end. However, it is possible to drag both
the loop start and loop end markers to the same position, creating a sustain point
rather than an extended loop region.
The number associated with each existing warp marker, inclusive of the loop
markers, is updated accordingly.
If your sounds are single notes, the placement of the five default warp markers usually
delivers good results when morphing. You may want to change the position of marker 2,
placing it at the point where it sounds like the end of the attack for each sound. This can
produce a more convincing morph between sounds with contrasting attack qualities.
If your sounds consist of multiple events such as musical phrases, drum loops, or a spoken
sentence, you may find it useful to create additional warp markers. If you are morphing
between two voices speaking the same sentence, placing a warp marker at the start of
each word helps to preserve the integrity of each word during the morph. You must make
sure the same numbered warp marker is at the start of the same word in each sentence.
If you are morphing between musical phrases or drum loops with different grooves or
timing nuances, placing a warp marker on every beat, half beat, or quarter beat helps
you to achieve a smoother morph.
This tutorial makes use of the Morph Example preset, which you should load from the
Name bar. The preset contains acoustic guitar, kalimba, a sustained solo vocal, and synth
brass samples. Additive + formant was used as the import method because the content
contains more pitched info than noise, and this also allows access to the additive harmonic
controls. This basic material provides enough scope to go in a number of directions.
Play the keyboard while changing parameters to get a feel for what each does.
1. In Alchemy in MainStage, click the Advanced button to view all parameters. Click the
A/B/C/D buttons, in turn, to look at parameter settings for all four sources.
Note that PVar is set to zero for all sources. This isn’t always useful, but for this
particular preset, no pitch variations are required.
2. Solo each source, in turn, and play a few notes, then unsolo before moving to the next
source. This will give you a better understanding of the way the sound is constructed.
3. Click the Morph button at the left, and note the active Morph XY and Elements buttons.
Experiment with the X and Y parameters, using either the points in the display or the X
and Y knobs for the Additive, Pitch, Formant, and Envelope parameters.
4. Click the XFade XY, XFade Lin, and Morph Lin buttons to hear the impact each type of
crossfade or morph has on the sound. Experiment with the All, Elements, X and Y, A-B,
C-D, and A-B-C-D parameters available in each morph or crossfade mode.
5. In the Perform section, drag the Transform pad framing box to the “Bold Pluck,”
“Glassy,” and other snapshots, repeating step 3 and playing as you audition each
variation. You’ll see movements in the Transform pad update the other Perform
section controls.
As you can see, the preset is far more complex than it appears on the surface. The
morphing controls are not simply used to crossfade between sources, but between
modulators, filter and effect parameters, mix settings, harmonic levels, and much more.
Morphing can be viewed and used to blend the sounds of each element as well as
aspects of each synthesis type into a hybrid of synthesis methods.
Crossfade all four sources using an X/Y pad performance control in Alchemy
Follow these steps to use the left X/Y pad in the performance controls section instead of
the X/Y pad in the morph section. This allows you to control crossfades between sources in
simple view and also allows you to include these modulations in Transform pad snapshots.
1. In Alchemy in MainStage, click the File button in the Name bar and choose Initialize
Preset from the pop-up menu to reset all Alchemy parameters to default settings.
Important: Use of Initialize Preset automatically turns on wide unison mode. See
Alchemy wide unison mode.
2. Switch to advanced view, and set up each of the four sources with a different, but
complementary sound.
Feel free to use any of the synthesis engines for each source or to blend multiple
engines within one source.
3. Click the Morph button at the left to view morphing parameters, then click the XFade
XY button.
4. Make sure the X knob is set to zero, then Control-click the X knob and choose
Add Modulation > Perform > XYPad1X from the shortcut menu.
5. Make sure the Y knob is set to zero, then Control-click the Y knob and choose
Add Modulation > Perform > XYPad1Y from the shortcut menu.
1. In Alchemy in MainStage, click the File button in the Name bar and choose Initialize
Preset from the pop-up menu to reset all Alchemy parameters to default settings.
Important: Use of Initialize Preset automatically turns on wide unison mode. See
Alchemy wide unison mode.
2. Switch to advanced view, then click the Morph button at the left to show
morphing parameters.
4. Select Spectral mode in the Import browser, choose a suitable sample, and import it.
Turn on Formant mode before importing.
5. Repeat steps 3 and 4 for each of the other three sources. Make sure Spectral mode is
chosen and the Formant button is on when importing to sources B, C, and D.
6. Click the Morph button at the left to view morphing parameters, then click the Morph
XY button.
You can now morph between the four sources using the X and Y knobs. Follow steps 7
and 8 to assign the X and Y knobs to the left X/Y pad in the Perform section.
7. Double-click the X knob to set it to zero, then Control-click the X knob and choose Add
Modulation > Perform > XYPad1X from the shortcut menu.
8. Double-click the Y knob to set it to zero, then Control-click the Y knob and choose Add
Modulation > Perform > XYPad1Y from the shortcut menu.
Important: Use of Initialize Preset automatically turns on wide unison mode. See
Alchemy wide unison mode.
2. Switch to advanced view, then click the Morph button to show morphing parameters.
4. Locate the first of your speech samples and import it, using Additive, Spectral, or
Add+Spec mode. Turn on Formant mode before importing.
5. Repeat steps 3 and 4 for source B and your second speech sample. Use the same
import mode as for the first sample, and make sure Formant mode is active.
You can now use the X knob to morph between the two speech samples. Each
resynthesis method creates different sounding results even before morphing, and the
results halfway through the morph are dramatically different. Experiment with each
sample import method to determine which delivers the best outcome.
8. Control-click the X knob, then choose Add Modulation > Perform > Control 1 from the
shortcut menu.
9. Click the Perform button to view performance controls, then click the Wheel pop-up
menu under the Transform pad, and choose Control 1.
You can now use the mod wheel to move performance control 1.
10. As optional steps, click the source A button, then click the Edit button to view the main
edit window for this source.
• If necessary, drag the S and E handles (start and end point markers) in the waveform
display to trim the file.
• Click the B button in the main edit window to view source B parameters.
Important: Use of Initialize Preset automatically turns on wide unison mode. See
Alchemy wide unison mode.
2. Switch to advanced view, then click the Morph button to show morphing parameters.
4. Select Additive mode in the Import browser, choose a suitable sample, and import it.
Turn on Formant mode.
5. Repeat steps 3 and 4 for each of the other three sources. Make sure Spectral mode is
chosen and the Formant button is on when importing to sources B, C, and D.
6. Click the Morph button at the left to view morphing parameters, then click the Morph
XY button.
You can now morph between the four sources using the X and Y knobs. Follow the steps
below to assign the X and Y knobs to MSEG 1 and MSEG 2, respectively.
7. Double-click the X knob to set it to zero, then Control-click the X knob and choose
Add Modulation > MSEG > MSEG1 from the shortcut menu.
You can now define morphing on the X axis with the MSEG1 envelope in the
modulation section.
8. Double-click the Y knob to set it to zero, then Control-click the Y knob and choose Add
Modulation > MSEG > MSEG2 from the shortcut menu.
You can now define morphing on the Y axis with the MSEG2 envelope in the
modulation section.
Note: Images shown in tutorials are not specific to presets used in tasks. They are
included as a guide to help you find areas and parameters in the Alchemy interface.
1. In Alchemy in MainStage, click the File button in the Name bar and choose Initialize
Preset from the pop-up menu to reset all Alchemy parameters to default settings.
Important: Use of Initialize Preset automatically turns on wide unison mode. See
Alchemy wide unison mode.
2. Click the source select field for source A and choose Import Audio.
3. Open the Apple Loops browser, and type “Lockstep” in the search field. Drag the
Lockstep Beat 02 loop to the Dropzone area of the Import window.
4. Click the Spectral and Formant analysis mode buttons at the lower left, then click the
Import button.
This determines the synthesis engine used for resynthesis of the audio sample. Spectral
+ Formant is a good general purpose option that works well for drum loops. It’s also the
default setting in a new instance of Alchemy. When analysis is complete, you can trigger
the loop at its native pitch by playing C3 on your keyboard.
5. Drag the Insider Groove Beat loop to the controls area of source B.
This alternative import method triggers the Import process automatically, using the
previously selected analysis mode.
6. Play C3 to trigger both loops at once. The loops are 8 beats long and have a native
tempo of 120, so playback is nicely synchronized. Although there are techniques for
tempo matching imported loops, it is simpler to use matched samples and improves the
potential for getting good results with minimal effort. If the loops have a very different
groove, click the Edit button to open the main edit window, where you can do any of
the following:
• In the waveform display, create warp markers to divide the loop into equal length
segments. The number of markers required depends on the length and complexity of
the loop. Aim to have a segment for each significant beat in the loop.
• Slide each warp marker forward or back as necessary to align it with the nearest
drum hit transient. Hold a warp marker in the waveform display to zoom horizontally
for more accurate adjustments.
• Switch to the other drum loop source with the A/B/C/D buttons at the top left of the
main edit window.
• Slide each warp marker forward or back as before to align each with the nearest
drum transient.
7. Click the A button (under Global), then choose Continuous from the source A Loop
Mode pop-up menu. Repeat this step for the source B loop.
This sets both beats to loop continuously while you hold down a note.
When triggering loops, it can be helpful to disable velocity control of the playback level
so the loops trigger with the same loudness regardless of how hard you play. If the
modulation area doesn’t show this parameter, click the Global button, then click the
center of the Master Volume knob shown at the upper right.
9. Click the Morph button at the left to show the morphing section at the upper right, then
drag the handle in the middle of the morph control area from left to right to hear the
level of each source crossfade.
The default view shows XY set to crossfade, not morph, between the sources.
10. Select one of the two morph buttons in the morphing section to access the elemental
morphing controls. Because there are only two sources, click the Morph Linear button,
then click the A-B button to limit morphing to these two sources.
11. Drag the handle between the two sources while holding a note to create a fundamentally
different effect than the crossfade between them.
What you can hear is a true morphing between discrete components of each sound. The
transition is not simply between the overall level of each sound, but between the levels
of multiple narrow frequency bands and the formant characteristics of each sound.
Drag the handle to the far left, then listen as you move slowly to the right to hear a
phantom shaker-like rhythm that doesn’t exist in either loop. Once you have finished
exploring, move the handle back to the far left before looking at the next task.
2. Play C3 on your keyboard, then move the Spectral control handle (orange dot) from left
to right. You can also rotate the Spectral knob.
You can hear the spectral components of the first loop transition to those of the
second loop. The change is similar to that heard in step 10 of the previous task, but the
phantom shaker rhythm is clearer, and the kick sound from the Lockstep Beat remains
intact longer. In fact, this combination causes the kick to change tone and become more
pronounced at beat 1 of each bar. When the Spectral control is full right, the original
kicks are replaced by a pronounced “thump” at the head of each bar.
Drum beats don’t generally contain much pitched information, so use of the Pitch
control may have little impact when working with loops. In this case, however, setting
Pitch to the far right position results in the prominent high tom of the Insider Groove
Beat becoming louder near beat 2. Only the tail of the pitch pushes through however,
creating an eighth note rhythm that starts near beat 3.
2. Set Formant (purple dot) to 75%-100% to make the onset of the tom pitch more clearly
audible. You can also rotate the Formant knob to set this value.
You can hear the arc of the tom hit, but without tonal characteristics because there’s
little spectral material at this point in the Lockstep loop. This demonstrates the
important role that resonances play in human perception of pitch information.
2. In the modulation section, click the Shape pop-up menu for LFO1 and choose
Basic > RampUp.
3. Switch off Bipolar mode for the LFO, and set Rate to the same number of beats as the
loop. For example, set the Rate knob to 4 beats for a one-bar loop, or to 8 beats for a
two-bar loop, and so on.
4. Control-click the Position knob for source A, and choose Copy Modulation from the
shortcut menu.
6. Control-click the Position knob for source B, and choose Paste Modulation from the
shortcut menu.
The playback position of both loops is now controlled by LFO1, and they play back in
sync with the project tempo.
7. Click the Morph button to view morphing parameters, then click the Morph Lin button.
8. Click the A-B button to use the X knob to morph between the two time-aligned
drum loops.
9. As an optional step, you can click the Elements button to use or assign
element controls.
• Control-click the Spect/Gran knob (orange dot), and choose Add Modulation >
Perform > XYPad1X from the shortcut menu.
• Control-click the Pitch knob (green dot), and choose Add Modulation > Perform >
XYPad1Y from the shortcut menu.
You can now use the left X/Y pad in the Perform section to morph the spectral
data by moving the pointer horizontally. You can morph pitch data by moving the
pointer vertically.
• Control-click the Envelope knob (yellow dot), and choose Add Modulation > Perform
> XYPad2Y from the shortcut menu.
You can now use the right X/Y pad in the Perform section to morph the formant
filters by moving the pointer horizontally. You can morph the envelope shape by
moving the pointer vertically.
Note: Images shown in tutorials are not specific to presets used in tasks. They are included
as a guide to help you find areas and parameters in the Alchemy interface.
Important: Use of Initialize Preset automatically turns on wide unison mode. See
Alchemy wide unison mode.
2. Click the source select field for source A, and choose Import Audio from the
pop-up menu.
3. Type “Amanda Aa Ee Ay Oh C3” in the search field, and drag the file to the Dropzone
area of the Import window.
4. Click the Additive and Formant analysis mode buttons at the lower left, then click the
Import button.
This determines the synthesis engine used for resynthesis of the audio sample. This
combination is generally best when you are working with melodic, monophonic audio
files. When analysis is complete, you can trigger the audio at its native pitch by playing
C3 on your keyboard. It’s important to understand that you are hearing a resynthesized
version of the original sound that is being generated by the additive synthesis engine
and further shaped by the formant engine.
Tip: It’s best to select the same analysis mode for all audio you plan to morph
between. If you don’t do this, the primary synthesis element morphing control will be
non functional when morphing between sources analyzed with different engines. For
example, you can’t perform additive morphing between a source generated by the
additive engine and another source generated by the spectral engine.
5. Click the source B select field, and choose Import Audio from the pop-up menu.
7. To set both files to loop continuously while you hold down the note, click the A button
(under Global), then choose Continuous from the Loop Mode pop-up menu. Repeat this
step for source B.
8. Click the Morph button at the left to show the morphing section at the upper right, then
click the Morph Lin button and the A-B button. The All button should be active.
9. Drag the handle between the two sources while holding a note to hear the sound morph
from the vocal (source A on the left) to the synth lead (source B on the right).
10. Click the Elements button to show the elemental morphing controls, then move the
Pitch handle (green dot) to the far right while holding down C3 on your keyboard. You
can also rotate the Pitch knob.
When the note cycle restarts, you will hear the vocal sample “singing” the melody
provided by the synth lead phrase in source B. The pitch morph is particularly effective
because the source A material contains no chordal content and does not change pitch,
and the Source B material has a very clear melodic phrase that the pitch analysis can
easily track. In general, files that work well for Flex Pitch in Logic work well for pitch
morphing applications in Alchemy. Keep this example loaded for the next task.
1. In Alchemy in MainStage, click the Morph button at the left to show the morphing
section at the upper right, then click the Morph Lin button, the A-B button, and the
Elements button (if required).
2. Drag the Additive handle (blue dot) to the right while holding C3 on your keyboard. You
can also rotate the Additive knob to set this value.
As you move the control, the harmonic partials of the vocal sample transition to the
partials of the synth lead. This doesn’t always produce pleasing results because partials
in one sound may emphasize noise or artifacts in the other sound. The workflow is often
one of sonic exploration in search of happy accidents rather than a predictable process.
Play notes and chords above and below C3 as you experiment.
4. Click the A button at the left to view source A parameters, click the Additive button at
the top right, then rotate the Fundamental knob toward the left.
This attenuates the fundamental partial which brightens the sound by making the higher
frequency partials more pronounced.
Turn down the Odd/Even knob to create a more hollowed out sound, emphasizing the
partials of the synth lead. Experiment with other controls to get a feel for their effect on
the sound. Play octaves and fifths as you experiment.
1. In Alchemy in MainStage, click the Morph button at the left to show the morphing
section at the upper right, then move the Envelope handle (yellow dot) to the far left.
You can also use the Envelope knob to move the Envelope handle.
2. Click the A button at the left to view source A parameters, and click the Edit button at
the right of the source filename.
3. In the waveform editor at the bottom of the main edit window, drag the E handle to the
very end of the audible part of the waveform.
This effectively removes the silence at the end of the vocal phrase by reducing the
playback length of the overall file.
Also note that you can hear the entire synth lead phrase, which no longer fades away at
the end. If you move the end marker further left, you can hear the entire phrase of the
synth part played faster.
5. Click the X at the upper right to close the source A edit window.
6. Return to the morph controls, and adjust the Envelope knob to hear how it affects the
behavior of samples with different lengths.
1. In Alchemy in MainStage, click the source A button at the left, then click the Formant
button at the upper right to view the Formant controls. Rotate the Smooth knob to the
left until the Amanda vocal starts to break up and sound “fluttery.”
2. Click the source B button at the left, then click the Formant button at the upper right.
Rotate the Smooth knob to the far left.
3. Click the Morph button at the left to show the morphing section at the upper right, then
move the Formant handle (purple dot) horizontally while playing. You can also use the
Formant knob to set this value.
You can hear the “fluttery” effect as you move the Formant control to the left, but this
disappears as you move it to the right.
Note: Images shown are not specific to the presets used in tasks. They are included as a
guide to help you find areas and parameters in the Alchemy interface.
1. In Alchemy in MainStage, click the File button in the Name bar and choose Initialize
Preset from the pop-up menu to reset all Alchemy parameters to default settings.
Important: Use of Initialize Preset automatically turns on wide unison mode. See
Alchemy wide unison mode.
3. Click the source select field for source A, and choose Import Audio from the
pop-up menu.
4. Open the Apple Loops browser, and type “Basic Vintage Break” in the search field. Drag
the Vintage Funk Loop 03 file from the Apple Loops browser to the Dropzone area of the
Import window.
Note that the original tempo of this file is 100 BPM and that it is 8 beats (2 bars) long.
5. Click the Spectral and Formant analysis mode buttons at the lower left, then click the
Import button.
This determines the synthesis engine used for resynthesis of the audio sample. Spectral
+ Formant is a good general purpose option that works well for drum loops. It’s also the
default setting in a new instance of Alchemy. When analysis is complete, you can trigger
the loop at its native pitch and speed by playing C3 on your keyboard. Playing other
pitches transposes the loop, but retains the tempo.
This stops the loop from playing forward in time and repeats the first few samples at the
current position.
7. Hold a note and rotate the Position knob to hear how playback is affected.
The Position knob moves playback forward and backward through the loop. Set the
value to zero percent (full left).
This assigns LFO 1 to control the Position knob, and the central modulation section
automatically updates to display the controls for LFO 1.
2. Switch the LFO shape from Sine to Ramp Up, and set the Rate to 2 (measures) to match
the length of the Apple Loop.
Tip: Changing the LFO shape to Ramp Down plays the loop backward by starting the
Position at 100% and moving back to 0%.
When Bipolar is active, the LFO outputs both negative and positive values in each
cycle (from -50% to 50%). When off, only positive values are output (from 0% to
100%). If you play and hold a note on your keyboard, a small dot around the Position
knob indicates its values changing from 0% to 100%. Bipolar is useful for controlling
parameters like pan where 0 is in the midpoint of the knob’s rotation and you want the
value to oscillate around the center.
4. Play C3 to hear the loop at its native pitch but at a tempo that matches the project
(110 BPM).
• Turn off Trigger mode to hear the loop position continue to move through the file
only when you play a note. This allows you to create gating and stuttering effects
by rhythmically triggering notes. Try playing a series of very short 8th notes over
this loop to change its feel.
• You can play notes of different pitches or can use pitch bend to add a chopped
and screwed effect to your loops. The default pitch bend range is 2 semitones, but
Alchemy supports bi-directional pitch bends of up to 36 semitones. To set this, click
the Global view button and set the up and down pitch bend values independently in
the master section.
1. In Alchemy in MainStage, click the Position knob, then click the button next to the
modulation area to disable the LFO.
Play a few notes and you will hear that the loop no longer plays forward.
2. Control-click the Position knob, and choose Add Modulation > MSEG Env > MSEG1 from
the shortcut menu.
This assigns MSEG 1 to control the Position knob. The central modulation section
automatically updates to display the controls for MSEG 1.
This creates an 8 beat (2 bar) ramp from 0% to 100%. When you play a note, the result
is identical to that of the LFO modulation used in the previous task.
4. Click along the graph line in the MSEG editor to add three points near bars 5, 7, and 9.
Double-click a point to remove it.
Note: The exact position of each point in the MSEG is important for keeping a
consistent tempo.
5. Drag points horizontally to move them, noting that they snap to the tempo grid. Drag
vertically to set the following values for each point.
6. Hold a note to hear the loop play forward, backward, and then forward again at the
project tempo.
More complex MSEG settings can cause the position to jump to specific points in the
loop, thus creating variations of the original loop.
Further settings allow you to use different microphones and rooms to enhance multi-
channel kits. Multi-channel kits are identified in the Library by a “+” at the end of the
patch name.
If you’re new to using plug-ins in MainStage, see Add and remove plug-ins.
The Drum Kit Designer interface is divided into the following main areas.
• Drum kit: Click a drum kit piece to preview its sound and to open the Edit pane and the
Exchange pane (if exchange pieces are available for that drum type).
• Exchange pane: Shows all drums that are available for exchange (you may need
to scroll).
• Dampen knob and field: Adjust the sustain of the selected kit piece.
• Gain knob and field: Adjust the volume of the selected kit piece.
• Leak switch (multi-channel kits only): Include the sound in the mic of the other kit pieces.
• Overheads switch (multi-channel kits only): Include the drum kit overhead mic in
the sound.
• Room switch (multi-channel kits only): Choose between rooms A and B or to turn off the
room emulation.
For all kits, you can preview the drums, edit the pitch, sustain, and volume of each drum
kit piece, and exchange the kick and snare drums. When working with multi-channel kits,
you can additionally exchange toms, cymbals, and hi-hat. Multi-channel kits let you turn
different microphones, such as overheads or room mics, on or off.
Note: Multi-channel kits and some drums are only available after you download
additional content.
Drum Kit Designer also has additional parameters for adjusting the gain of other instrument
pieces, such as shaker, cowbell, and so on. See Drum Kit Designer extended parameters.
The first time you click any drum or percussion piece after opening the plug-in, one or two
panes open. You can exchange individual sounds in the Exchange pane to the left and can
edit individual drum or percussion piece settings in the Edit pane to the right.
• Toms: Click the tab for the tom you want to edit, or click the All tab to adjust the
tone of all toms.
• Cymbals: Click the tab for the crash cymbal you want to edit, or click the All tab to
adjust the tone of both crash cymbals. The ride cymbal can be edited directly.
• Kicks and snares: There are no tabs, so make your adjustments with the controls.
• To adjust the pitch: Drag the Tune control vertically, or double-click the field and
enter a new value.
• To adjust the sustain: Drag the Dampen control vertically, or double-click the field
and enter a new value.
• To adjust the volume: Drag the Gain control vertically, or double-click the field and
enter a new value.
Note: Multi-channel kits and some drums are only available after you download
additional content.
The Exchange pane opens to the left if exchange pieces are available for that kit piece.
3. Click the kit piece that you want to exchange in the Exchange pane. You may need to
scroll to find the piece you want to use.
Note: The toms and the crash cymbals can only be exchanged as a group.
• To include the sound in the mic of the other kit pieces: Turn on the Leak switch.
This turns microphone bleed on or off, where the sound of a kit piece is picked up by
the different mics from other kit pieces.
This turns the overhead mic for the selected kit piece on or off.
• To choose a room emulation to use with the sound: Choose between rooms A and B.
You can also turn off the room microphones.
Rooms A and B determine which room mic setup is used with the kit piece.
The Input Mapping pop-up menu lets you choose different mappings that provide
enhanced control of HiHats. The maps also change the way Drum Kit Designer sounds
are assigned across the MIDI note range. See Drum Kit Designer mappings.
Extended parameters
• Input Mapping pop-up menu: Choose a keyboard mapping mode.
• GM + ModWheel controls HiHat opening level: The keyboard Mod Wheel is mapped
for hi-hat control. Additional sounds are also mapped to keyboard zones above and
below the standard GM note mapping range.
• V-Drum: Drums are mapped to work with V-Drum hi-hat, cymbal, and drum triggers.
• Gain sliders: Drag the slider or in the field to adjust the level of the corresponding
sound (if available in the kit).
• Shaker Gain
• Tambourine Gain
• Claps Gain
• Cowbell Gain
• Sticks Gain
The images show how drum sounds are remapped when different modes are chosen with
the Input Mapping pop-up menu in the extended parameters, and when using kits that
contain brush snares. Kits featuring brush snares provide a number of special features
discussed below the images.
Note: The following features apply only to keys that trigger a brush snare drum sound.
• Left and right hand playing is chosen automatically when using MIDI channel 1. This
behavior is based on default settings such as the left hand being used for brush circles
(if this hand isn’t already in use), and playing situation. For example, snare taps will
change from a default preference for the right hand to alternating hands if snare hits
are played in rapid succession.
Note: Hand usage can be forced by using MIDI channel 2 for the right hand and MIDI
channel 3 for the left hand.
• Brush circles are played continuously while a note is held and loop randomly every bar,
synchronized to the project downbeat, tempo, and meter. If a tap on the same hand as a
held circle is played, the circle restarts immediately.
• There are two mute states that take brush force into account. These mute states can
be active (caused by a brush hit) or passive (caused by the other brush resting on
the snare), or can be a combination of both. The current mute state is automatically
tracked, which results in a small sound variation each time a snare is played. For
example, if a circle is playing, a snare tap will sound slightly different than when
played from silence.
• The Snare Center Mute articulations (on keys C#0 and D#0) keep the brush on the
snare head after the hit. These keys interrupt a playing circle on the same hand while
held. The circle resumes when you release either key.
2. Choose one of the following from the Input Mapping pop-up menu:
• GM
• V-Drum
Drum Synth is ideal for adding fills, flourishes, or individual hits to an existing Drummer
groove, loops, and live or sequenced parts, and for drum replacement and doubling tasks.
You can also directly load Drum Synth settings into Ultrabeat to access additional
synthesis and processing parameters. Typically, you would replace Drum Synth with
Ultrabeat on a channel strip, and the Drum Synth sound is automatically loaded.
If you’re new to using plug-ins in MainStage, see Add and remove plug-ins.
• Group type pop-up menu: Choose a drum or percussion instrument family: Kicks,
Snares and Claps, Percussion, Hats and Cymbals.
• Sound type pop-up menu: Choose a drum or percussion sound type from the active
instrument group. Back to Default reverts all parameter changes to their initial values.
• Mono: One voice can be played. If you play another key, the newly played note cuts
off the playing note.
• Gate: Like ‘Mono’, but the sound is heard only while you hold the key.
The parameters of individual types of drum sound are covered in other sections.
• Body knob: Alter the depth of the sound, making it fuller and richer.
• Decay knob: Set the length of the decay phase of the sound.
• Noise knob: Add a noise signal to the sound.
• Punch knob: Adjust the tone of the attack phase of the sound.
• Saturation knob: Set the saturation amount. This adds a warm distortion.
• Body knob: Alter the depth of the sound, making it fuller and richer.
• Cycles knob: Smear the sound. Set the rate with the Speed knob.
• Decay knob: Set the length of the decay phase of the sound.
• Speed knob: Set the rate of cycles. Use the Cycles knob to set intensity of smearing.
• Tension knob: Adjust snare tension, making the sound snap more or less.
• Attack knob: Set the length of the attack phase of the sound.
• Body knob: Alter the depth of the sound, making it fuller and richer.
• Decay knob: Set the length of the decay phase of the sound.
• Material knob: Make the sound more woody, rubbery or bell-like. The Material knob
interacts with the Tension knob.
Note: The Material knob can also be impacted heavily by the Dissonance knob, if
available as a parameter in the chosen sound.
• Saturation knob: Set the saturation amount. This adds a warm distortion.
• Tension knob: Adjust the rigidity of the core sound you set with the Material knob.
• Body knob: Alter the depth of the sound, making it fuller and richer.
• Character knob: Add a metallic edge to the sound with higher values.
• Decay knob: Set the length of the decay phase of the sound.
ES1 produces sounds using subtractive synthesis. It provides an oscillator and sub-
oscillator that generate harmonically rich waveforms. You subtract (cut, or filter out)
portions of these waveforms and reshape them to create new sounds. The ES1 tone-
generation system also provides flexible modulation options that make it easy to create
punchy basses, atmospheric pads, biting leads, and sharp percussion.
If you’re new to synthesizers, see Synthesizer basics overview, which will introduce you
to the terminology and give you an overview of different synthesis systems and how
they work.
If you’re new to using plug-ins in MainStage, see Add and remove plug-ins.
• Oscillator parameters: Located in the upper left, the oscillators generate the basic
waveforms that form the basis of your sound. See ES1 oscillator parameters overview.
• Global parameters: Located in the bottom green/gray strip, global sound control
parameters are used to assign and adjust global tuning, activate the in-built chorus, and
so on. You can use the chorus to color or thicken the sound. See ES1 global parameters.
• Filter parameters: Located in the upper-middle section with the circular Filter area as
well as the Drive and Key scaling parameters, the filter is used to contour the waveforms
sent from the oscillators. See ES1 filter parameters overview.
• Amplifier parameters: Located in the upper right, the amplifier parameters allow you to
fine-tune sound level behavior. See ES1 amplifier parameters.
• Envelope parameters: Located to the right in the dark green/gray area, the ADSR sliders
are used to control both filter cutoff and the amplifier level over time. See ES1 envelope
parameters overview.
• Modulation parameters: Located to the left and middle in the dark green/gray area,
the modulation sources, modulation router, modulation envelope, and amplitude
envelope are used to modulate the sound in a number of ways. See ES1 modulation
parameters overview.
• Mix slider: Set the level relationship between the primary and sub-oscillator signals.
(When the sub-oscillator is switched off, its output is completely removed from the
signal path.)
• Sub knob: Generate square, pulse, and white-noise waveforms with the sub-oscillator.
The sub-oscillator also allows you to route a side chain signal through the ES1
synthesizer engine. See Use the ES1 sub-oscillator.
• 2’, 4’, 8’, 16’, and 32’ buttons: Transpose the pitch of the oscillators up or down by
octaves. The lowest setting is 32 feet and the highest is 2 feet. The use of the term
feet to determine octaves comes from the measurements of organ pipe lengths. The
longer and wider the pipe, the deeper the tone.
The pulse width can also be automatically modulated in the modulation section (see
Use the ES1 router). Modulating the pulse width with a slowly cycling LFO, for example,
allows periodically mutating, fat bass sounds.
Sawtooth Warm and even Useful for strings, pads, bass, and
brass sounds
Triangle Sweet sounding, softer than Useful for flutes, and pads
sawtooth
Square Hollow and “woody” sounding Useful for basses, clarinets, and
oboes
• A square wave that plays one or two octaves below the frequency of the
primary oscillator
• A pulse wave that plays two octaves below the frequency of the primary oscillator
• Variations of these waveforms, with different mixes and phase relationships, resulting in
various sounds
• White noise, which is useful for creating percussion sounds as well as wind, surf, and
rain sounds
• EXT, which allows you to run an external channel strip signal through the ES1
synthesizer engine, by using a side chain
2. Choose the side chain source channel strip from the Side Chain pop-up menu in the
upper-right corner of ES1.
Global parameters
• Glide slider: Set the amount of time it takes to slide between the pitches of each
triggered note. The Glide trigger behavior depends on the value set in the Voices field
(see below).
• Tune field: Tune the instrument in cents. One cent is 1/100 of a semitone.
• Analog field: Change the pitch of each note and the cutoff frequency slightly and
randomly. This emulates the oscillator detuning and filter fluctuations of polyphonic
analog synthesizers, due to heat and age.
If you set the Analog parameter to 0%, the oscillator cycle start points of all triggered
voices are synchronized. This can be useful for percussive sounds, when you want to
achieve a sharper attack characteristic.
If you set the Analog parameter higher than 0%, the oscillators of all triggered voices
can cycle freely. Use higher values if you want a warm, analog type of sound—where
subtle sonic variations occur for each triggered voice.
• Bender Range field: Set the sensitivity of the pitch bender, in semitone steps.
• Linked: The negative pitch band uses the value set in the global Bender Range field.
Positive and negative bend ranges are the same.
• 0: No negative bend range at all, but the global value for positive bends is retained.
• 1-24: Independent amount of negative bend range to allow for different ranges. For
example, +2 and -12.
• Voices field: Set the maximum number of notes that can be played simultaneously.
When Voices is set to Legato, the ES1 behaves like a monophonic synthesizer—with
single trigger and fingered portamento engaged. This means that if you play legato,
a portamento—glide from one note to the next—will happen. If you release each key
before pressing a new one, the envelope is not triggered by the new note, and there
is no portamento. Use this feature to create pitch bend effects, without touching your
keyboard pitch bender, by choosing a high Glide parameter value when using the Legato
setting.
When set to full (polyphony), each played note has its own synth voice and an automatic
release cutoff comes into effect. If you have set a long release time and play a non-
legato chord progression, the chords won’t smear into each other, which is useful for
classic string synthesizer emulations.
• Chorus field: Choose a classic stereo chorus effect, an ensemble effect, or disable the
effects processor.
• Ens(emble) uses a more complex modulation routing, creating a fuller and richer
sound.
• Midi Mode pop-up menu (Extended Parameters area): Determine how ES1 responds to
MIDI controllers. Choose either Off or Full Remote.
Filter parameters
• Cutoff slider: Set the cutoff frequency of the lowpass filter.
• Resonance slider: Cut or boost the portions of the signal that surround the frequency
defined by the Cutoff parameter. Boost can be set so intensively that the filter begins to
oscillate by itself (see Overdrive the ES1 filter).
Tip: You can simultaneously adjust the cutoff frequency and resonance parameters
by dragging vertically (cutoff) or horizontally (resonance) on the word Filter, found in
the center of the black circle.
• Slope buttons: The lowpass filter offers four different slopes of band rejection above
the cutoff frequency. Click one of the buttons to choose a slope (amount of rejection,
expressed in decibels (dB) per octave):
• 24 dB fat: Compensates for the reduction of low frequency content caused by high
Resonance values. This resembles the behavior of an Oberheim filter.
• 12 dB: Provides a soft, smooth sound that is reminiscent of the early Oberheim SEM
synthesizer.
• Drive slider: Change the behavior of the Resonance parameter, which eventually distorts
the sound of the waveform. Drive is actually an input level control, which allows you to
overdrive the filter.
• If Key is set to zero, the cutoff frequency does not change, no matter which key you
strike. This makes the lower notes sound comparatively brighter than higher notes.
• If Key is set to maximum, the filter follows the pitch, resulting in a constant
relationship between cutoff frequency and pitch. This mirrors the properties of many
acoustic instruments, where higher notes sound both brighter in tone and higher in
pitch.
• ADSR via Vel sliders: Drag to determine how note velocity affects modulation of the
filter cutoff frequency with the envelope generator. See ES1 envelope parameters.
• Filter Boost button (Extended Parameters area): Increase the output of the filter
by approximately 10 decibels. The filter input has a corresponding decrease of
approximately 10 decibels, maintaining the overall level. This parameter is particularly
useful when applying high Resonance values. See Overdrive the ES1 filter.
You can make the ES1 filter output a sine wave by following the steps below. This lets you
play the filter-generated sine wave with the keyboard.
4. If you want, click the disclosure arrow at the lower left to open the extended
parameters, then click the Filter Boost button.
Filter Boost increases the output of the filter by approximately 10 decibels, making the
self-oscillation signal much louder.
Amplifier parameters
• Level via Vel slider: Determine how note velocity affects the synthesizer level. The
greater the distance between the arrows (indicated by the blue bar), the more the
volume is affected by incoming velocity messages.
• Drag the upper arrow to set the level when you play hard (velocity=127).
• Drag the lower arrow to set the level when you play softly (velocity=1).
• To simultaneously adjust the modulation range and intensity, drag the blue bar—
between the arrows—and move both arrows at once.
• Amplifier envelope selector buttons: Determine the ADSR envelope generator used for
control of the amplifier envelope. See ES1 envelope parameters overview.
• Decay slider: Set the time it takes for the envelope to fall to the sustain level, following
the initial attack time.
• Sustain slider: Set the sustain level, which is held until the key is released.
• Release slider: Set the time it takes the envelope to fall from the sustain level to a level
of 0.
Set the modulation range with the two arrows on the ADSR via Vel slider.
• The blue bar between the arrows shows the dynamic range of this modulation. You can
simultaneously adjust the modulation range and intensity by dragging the blue bar.
Tip: If you’re unfamiliar with these parameters, set the Cutoff parameter to a low value,
Resonance to a high value, and move both ADSR via Vel arrows upward. Constantly strike a
note on the keyboard while changing the arrows to learn how these parameters work.
The letters A, D, S, and R refer to the attack, decay, sustain, and release phases of the
envelope (see ES1 envelope parameters overview).
The ES1 amplifier envelope mode buttons affect played notes in different ways.
• AGateR: In this mode, move the Attack and Release sliders of the ADSR envelope to set
these phases of the sound. Between these phases, the Gate control signal maintains a
constant level while a note is held. When you release the key, the release phase begins
immediately. The Decay and Sustain sliders of the ADSR Envelope have no impact on
the sound level.
• ADSR: Set this mode to control the level of the sound over time with the ADSR envelope.
• GateR: In this mode, the Gate control signal maintains a constant level while a note is
held. As soon as you release the key, the release phase begins. The Attack, Decay, and
Sustain sliders of the ADSR Envelope have no impact on the sound level.
ES1 modulation
• Router: Enables you to choose the ES1 parameters that are modulated. See Use the
ES1 router.
Router parameters
• Pitch buttons: Modulate the pitch—the frequency—of the oscillators.
• Pulse Width buttons: Modulate the pulse width of the pulse wave.
• Mix buttons: Modulate the mix between the primary oscillator and the sub-oscillator.
• Filter FM button (mod env only): Use the triangle waveform to modulate filter cutoff
frequency. This modulation can result in a pseudo-distortion of the sound, or it can
create metallic, FM-style sounds. The latter occurs when the only signal you can hear is
the self-oscillation of the resonating filter (see Overdrive the ES1 filter).
• LFO Amp (mod env only): Modulate the overall amount of LFO modulation.
LFO parameters
• Wave knob: Set the LFO waveform. Each waveform has its own shape, providing
different types of modulation.
• You can choose the following waveforms: triangle; ascending and descending
sawtooth; square wave; sample & hold (random); and a lagged, smoothly changing
random wave.
• You can also choose EXT to assign a side chain signal as a modulation source.
Choose the side chain source channel strip from the Side Chain pop-up menu in
the upper-right corner of ES1.
• Rate dial and field: Set the speed, or frequency, of the LFO waveform cycles.
• If you set values to the right of 0, the LFO phase runs freely.
• If you set values to the left of 0, the LFO phase is synchronized with the tempo of
MainStage—with phase lengths adjustable between 1/96 bar and 32 bars.
• When set to 0, the LFO outputs at a constant, full level, which allows you to manually
control the LFO speed with your keyboard modulation wheel. For example, to change
the pulse width by moving your keyboard modulation wheel, choose pulse width as
the LFO modulation target and set the modulation intensity range using the Int via
Whl slider.
• Int via Whl slider: Move the upper arrow to set LFO intensity at the maximum modwheel
position. The lower arrow defines LFO intensity when the modwheel is set to zero. The
distance between the arrows—shown as a green bar—indicates keyboard modulation
wheel range.
You can simultaneously adjust the modulation range and intensity by dragging the green
bar, thus moving both arrows at once. Note that as you do so, the arrows retain their
relative distance from each other.
The modulation envelope allows you to set either a percussive type of decay envelope by
choosing low values or an attack type of envelope by choosing high values.
• Int via Vel sliders: Set the top arrow to define the upper modulation envelope limit
for the hardest keystrike (velocity=127). The bottom arrow sets the lower limit for the
softest keystrike (velocity=1). The green bar between the arrows displays the impact of
velocity sensitivity on the intensity of the modulation envelope.
You can simultaneously adjust the modulation range and intensity by dragging the green
bar, thus moving both arrows at once. Note that as you do so, the arrows retain their
relative distance from each other.
2. Set the Form slider to full, and adjust the Int via Vel parameter as needed.
• Drag the Form slider to a negative value—toward decay to fade out the LFO modulation.
The lower the value—closer to decay—the shorter the fade-out time is.
LFO control with envelopes is most often used for delayed vibrato, a technique many
instrumentalists and singers employ to intonate longer notes.
2. Select Pitch as the LFO target in the left column of the router.
3. Use the Wave knob to select the triangular wave as the LFO waveform.
5. Drag the upper Int via Wheel arrow to a low value, and the lower arrow to 0.
13 Oscillator waveform
14 Mix slider
15 Waveform of sub-oscillator
16 Drive slider
17 Cutoff slider
18 Resonance slider
19 Slope buttons
22 Attack slider
23 Decay slider
24 Sustain slider
25 Sustain slider
26 Key slider
30 Chorus parameter
If you’re new to synthesizers, see Synthesizer basics overview, which introduces you to the
fundamentals and terminology of different synthesis systems.
If you’re new to using plug-ins in MainStage, see Add and remove plug-ins.
The three oscillators of the ES2 provide classic analog synthesizer waveforms (including
noise) and 100 single-cycle waveforms, known as Digiwaves. This raw material forms the
basis for sounds that range from fat analog to harsh digital sounds, or hybrids of the two.
You can also cross-modulate oscillators, making it easy to create FM-style sounds. Further
options include the ability to synchronize and ring-modulate the oscillators or to mix a sine
wave directly into the output stage, to thicken the sound.
ES2 features a flexible modulation router that offers up to ten simultaneous (user-defined)
modulation routings. Further modulation options include the unique Planar Pad—which
provides control of two parameters on a two-dimensional grid. The Planar Pad itself can
be controlled by the sophisticated Vector Envelope. This is a multipoint, loop-capable
envelope that makes it easy to create complex, evolving sounds.
Lastly, Distortion, Chorus, Phaser, and Flanger effects are built into ES2.
If you want to begin experimenting right away, there are a number of settings to try. There
are also two tutorials that provide tips and information, and invite you to explore ES2. See
ES2 sound design from scratch and ES2 sound design with templates.
Note: You can find tasks that cover the use of parameters as modulation targets or sources
throughout the ES2 Help. This underlines one of the strengths of ES2—the vast modulation
possibilities it offers. Follow the steps in these tasks to create expressive, evolving sounds.
See ES2 modulation overview.
• Oscillator section: The oscillator parameters are shown in the upper-left area of the
ES2 interface. The Triangle is used to set the mix relationships between the three
oscillators. See ES2 oscillator parameters overview.
• Global parameters: A number of related global parameters that directly influence the
overall output of the ES2, such as Tune, are found to the left of the oscillators, and
above the amplifier and filter parameters. See ES2 global parameters overview.
• Filter section: The circular area houses the filter section, including the Drive and Filter
FM parameters. See ES2 filter overview.
• Amplifier parameters: The area at the top right contains the output parameters, where
you can set the overall volume of the ES2, and add a sine signal at the output stage. See
Use the ES2 dynamic stage.
• Modulation router or Vector Envelope: The dark strip across the center of the
ES2 interface is shared by the modulation router and the Vector Envelope. Use the
buttons at the right end of this section to switch between the two.
• The router links modulation sources, such as the envelopes and other parameters
shown in the lower portion of the interface, to modulation targets, such as the
oscillators and filters. See Use the ES2 modulation router.
• Modulation controls and parameters: The area immediately below the router is where
you can assign and adjust the modulation generator parameters (such as LFO and
envelope controls). See ES2 modulation overview.
• Effect section: The built-in effect-processing options are found to the right of the
output parameters. See ES2 integrated effects processor.
• Macro and MIDI controller parameters: The area shown on the thin, gray strip at the
bottom can display either Macro parameters or MIDI controller assignments. The
preassigned macro sound parameters are perfect for quick tweaks to the sound (and
that of ES2-based GarageBand instruments). You can reassign MIDI control numbers
for these parameters. See ES2 macros and controllers overview.
• Oscillators 2 and 3 are almost identical to each other, but they differ from oscillator 1.
• Oscillators 2 and 3 can be synchronized to, or ring modulated with, oscillator 1. They
also have rectangular waves with either user-defined fixed pulse widths or pulse width
modulation (PWM) features.
• You can use the modulation router to simultaneously change the pulse widths of
rectangular waves generated by oscillator 1 and the synchronized and ring-modulated
rectangular waves of oscillators 2 and 3.
• Wave knobs: Choose the waveform that an oscillator generates. The waveform is
responsible for the basic tonal color. See ES2 basic oscillator waveforms.
• Coarse Frequency knobs: Set the oscillator pitch, in semitone steps, over a range of
±3 octaves. Because an octave consists of 12 semitones, the ±12, 24, and 36 settings
represent octaves.
• Fine Frequency value fields: Fine-tune the oscillator frequency (pitch). The left
numbers show the semitone s setting, and the right numbers show the cent c setting
(1 cent = 1/100 semitone). For example, an oscillator with the value 12 s 30 c sounds
an octave (12 semitones) and 30 cents higher than an oscillator with the value 0 s 0 c.
Drag vertically to adjust each value.
• Oscillator Mix (Triangle): Move the pointer in the Triangle to crossfade (set the level
relationships) among the three oscillators. See Balance ES2 oscillator levels.
Sawtooth Warm and even Useful for strings, pads, bass, and
brass sounds
Triangle Sweet sounding, softer than Useful for flutes and pad sounds
sawtooth
• A ring modulator, which is fed by the output of oscillator 1 and a square wave from
oscillator 2
Oscillator synchronization and ring modulation allow for the creation of very complex
and flexible harmonic spectra. The principles behind oscillator synchronization are
described in Synchronize ES2 oscillators. Ring modulation principles are described
in Use ES2 ring modulation.
ES2 pulse width modulation features are extensive. For example, if rectangular waves are
chosen for all oscillators, you can simultaneously modulate the pulse width of oscillator 1
and the synchronized pulse waves of oscillator 2 (or the square wave of the oscillator 2
ring modulator) and oscillator 3.
Only oscillators 2 and 3 allow you to define a base (default) pulse width, prior to any
pulse width modulation.
2. In the router, choose Osc1Wave as the target, and LFO1 as the source.
In ES2, the frequency of oscillator 1 (with a sine wave chosen—11 o’clock position for the
Wave knob) can be modulated by the output signal of oscillator 2.
The net effect of speeding up or slowing down the frequency of oscillator 1 in each
waveform cycle is a distortion of the basic wave shape. This waveform distortion also has
the side benefit of introducing a number of new, audible harmonics.
Important: The impact of any frequency modulations you perform depends on both the
frequency ratio and the modulation intensity of the two oscillators.
The “pure” FM synthesis method uses a sine wave for both the first and second signal
generator (both oscillator 1 and 2 would be limited to generating a sine wave in ES2 if
you stuck with this approach). ES2, however, provides 100 Digiwaves and countless
combinations of modulation intensities and frequency ratios that can be used for either
oscillator. This provides a vast pool of harmonic spectra and tonal colors for you to
experiment with.
Tip: The type of modulation that occurs can vary significantly when different waveforms
are chosen for oscillator 2—the modulating oscillator—in particular.
2. Click (or drag) in the control range between the Sine and FM icons around the
oscillator 1 Wave knob.
A ring modulator has two inputs. At the output you hear both the sum and difference
frequencies of the input signals. If you ring modulate a sine oscillation of 200 Hz with a
sine oscillation of 500 Hz, the output signal of the ring modulator consists of a 700 Hz
(sum) and a 300 Hz (difference) signal. Negative frequencies result in a change to the
phase polarity of output signals.
Tip: Use sawtooth and rectangular (pulse width modulated) input signals from
oscillators 1 and 2, respectively, to create a much more complex output signal. The
use of these harmonically rich waveforms results in a number of extra sidebands
becoming audible.
2. Experiment with different Frequency (main and fine tune) values for one, or
both, oscillators.
The oscillator 2 ring modulator is fed with the output signal of oscillator 1 and a square
wave, generated by oscillator 2 itself. The pulse width of this square wave can be
modulated (see Use ES2 pulse width modulation).
• Control-click or right-click the Sine label, then choose a waveform from the
pop-up menu.
• To select the Digiwave numerically, Shift-click the Sine label, then type a value.
White noise is defined as a signal that consists of all frequencies (an infinite number)
sounding simultaneously, at the same intensity, in a given frequency band. The width of
the frequency band is measured in hertz. Sonically, white noise falls between the sound
of the consonant “ F” and breaking waves (surf). White noise is useful for synthesizing
wind and seashore noises, or electronic snare drum sounds.
You can also modulate the tonal color of the noise signal in real time—without using the
main filters of the ES2—by modulating the waveform of oscillator 3.
2. Use negative modulation amount values (not −1.000) to set a descending filter slope
that roughly equates to 6 dB/octave. The sound becomes darker (red noise) as you
adjust the mod wheel downwards.
3. To tune this pseudo filter down to 18 Hz, set the modulation amount to −1.000. When
Osc3Wave is modulated positively, the noise becomes brighter (blue noise).
4. If you choose a modulation amount value of +1.000 for the Osc3Wave modulation
target, the filter cutoff frequency is set to 18 kHz.
• High Analog values result in significant pitch instability, which can sound truly out of
tune—but this may be perfect for your needs.
Rotate to randomly alter the pitch of each note and the filter cutoff frequency.
Much like polyphonic analog synthesizers, all three oscillators maintain their specific
frequency deviation from each other, but the pitches of all three oscillators are randomly
detuned by the same Analog amount. For example, if the Analog detuning is set to around
20%, all three oscillators (if used) randomly drift by 20%.
Note: If ES2 is set to Mono or Legato keyboard mode, the Analog parameter is effective
only when Unison is turned on. In this situation, Analog sets the amount of detuning
between the stacked (unison) voices. If the Voices parameter is set to 1 and/or Unison
is not active, the Analog parameter has no effect. For more information about these
parameters, see Set the ES2 keyboard mode.
CBD (Constant Beat Detuning) can be used as a corrective tool to even out the beating
between oscillators, or it can be used as a creative tool to emulate stretch tuning. The
latter can be particularly important when you use an ES2 sound alongside an acoustic
piano recording. This is because acoustic pianos are intentionally tuned “out-of-tune”
(from equal temperament). This is known as stretch tuning, and results in the upper and
lower keyboard ranges being slightly out of tune with the center octaves but harmonically
“in-tune” with each other.
CBD offers five values: off, 25%, 50%, 75%, and 100%. If you choose 100%, the phasing
beats are almost constant across the entire keyboard range. This value may, however, be
too high, because the lower notes might be overly detuned at the point where the phasing
of the higher notes feels right. Try lower CBD values in cases where the bass notes are a
little too far out of tune with the upper keyboard range.
The reference pitch for CBD is C3 (middle C): its (de)tuning is constant, regardless of the
chosen CBD value.
Drag the pointer in the Triangle to crossfade—set the level relationships—between the
three oscillators. This is self-evident in use. If you move the pointer along one side of
the Triangle, it crossfades between the two closest oscillators, and the third oscillator
is muted.
The position of the pointer (x and y coordinates) in the Triangle can also be controlled with
the Vector Envelope. Because the Vector Envelope features a loop function, it can be used
as a pseudo-LFO with a programmable waveform. For more information about this feature,
see Use the ES2 Vector Envelope.
Choose “free,” “soft,” or “hard” to change the waveform phase start position.
• Free: The initial oscillator phase start point is random for each played note. This adds
life to the sound. The downside is that the output level may differ each time a note
is played, making the attack phase sound less punchy—even if the performance is
identical each time—such as when the note is triggered by a MIDI region. This setting is
useful when you are emulating sounds typical of hardware analog synthesizers.
• Soft: The initial oscillator phase starts at a zero crossing for each played note. This
mimics the sonic character (and precision) typical of digital synthesizers.
• Hard: The initial oscillator phase starts at the highest level in the waveform cycle for
each played note. The extra punch that this setting can provide is audible only if the
ENV3 Attack Time parameter is set to a low value—a very fast attack, in other words.
This setting is highly recommended for electronic percussion and hard basses.
Every time oscillator 1 starts a new oscillation phase, the synchronized oscillator
(oscillator 2 or 3) is also forced to restart its phase from the beginning. Between the
waveform cycles of oscillator 1, the waveform cycles of the synchronized oscillators
run freely.
You can achieve interesting synchronized oscillator sounds by modulating the frequency
of the synchronized oscillator with an envelope generator. This constantly changes the
number of phases within a section of the synchronization cycle, resulting in corresponding
changes to the frequency spectrum.
Global parameters
• Keyboard Mode buttons: Switch ES2 between polyphonic, monophonic, and legato
behaviors. See Set the ES2 keyboard mode.
• Unison button: Turn unison mode on or off. See Use unison and voices in ES2.
• Voices field: Set the maximum number of notes that can be played simultaneously.
• Glide knob: Set the time it takes for the pitch of a played note to slide to the pitch of the
following played note. See Set the ES2 glide time.
• Bend Range fields: Define the upward and downward pitch bend range. See Set the ES2
pitch bend range.
• Tune field: Set the overall instrument pitch in cents. 100 cents equals a semitone step.
At a value of 0 c (zero cents), the central A key is tuned to 440 Hz, or concert pitch.
• Analog knob: Rotate to randomly alter the pitch of each note and the filter cutoff
frequency. See Detune analog oscillators in ES2.
• Constant Beat Detuning pop-up menu: Detuned oscillators periodically beat against
each other at a certain frequency. Use CBD to set the beating frequency between low
and high notes or to retain a constant beating.
• Oscillator Start pop-up menu: Choose “free,” “soft,” or “hard” from the Osc(illator) Start
pop-up menu. See Set ES2 oscillator start points.
• In Mono mode, staccato playing retriggers the envelope generators every time a new
note is played. If you play in a legato style (play a new key while holding another),
the envelope generators are triggered only for the first note you play legato, then
they continue their curve until you release the last legato played key.
• Legato mode is also monophonic, but with one difference: the envelope generators
are retriggered only if you play staccato—releasing each key before playing a new
key. If you play in a legato style, envelopes are not retriggered.
• The intensity of the unison effect depends on the number chosen in the Voices
parameter field. Increase the Voices value for a fatter sound. See ES2 global
parameters overview.
• The intensity of detuning (voice deviation) is set with the Analog parameter. See
Detune analog oscillators.
In poly/unison mode, each played note is effectively doubled—or, more correctly, the
polyphony value chosen with the Voices parameter is halved. These two voices are
heard when you trigger the note. Poly/unison has the same effect as setting the ES2
to mono/unison (Voices = 2), but you can play polyphonically.
Glide behavior is dependent on the chosen keyboard mode. See Set the ES2 keyboard
mode.
• If the keyboard mode is set to Poly or Mono, and Glide is set to a value other than 0,
portamento is active.
• If Legato is chosen, and Glide is set to a value other than 0, you need to play legato
(press a new key while holding the old one) to activate portamento. If you don’t
play in a legato style, portamento won’t work. This behavior is also known as
fingered portamento.
This locks the upward and downward bend ranges, making them identical.
• Filter 1 can operate as a lowpass, highpass, bandpass, band reject, or peak filter.
Filter parameters
• Filter button: Turn the entire filter section on or off. Deactivating the filter section
makes it easier to hear adjustments to other sound parameters, because the filters
always heavily affect the sound. Disabling the filters also reduces processor load.
• Filter Configuration button: Switch between a parallel or series filter configuration. See
ES2 filter configuration.
• Filter 1 Mode buttons: Switch Filter 1 between lowpass, highpass, bandpass, band
reject, or peak filter types. See ES2 Filter 1 modes.
• Filter Blend slider: Set the balance between Filter 1 and Filter 2. See Crossfade between
ES2 filters.
• Filter 2 Slope buttons: Switch Filter 2 between different slopes. See ES2 Filter 2 slopes.
• Cutoff and Resonance knobs: Rotate to determine the cutoff frequency and resonance
behavior of each filter. See Filter cutoff and resonance overview.
• Filter Drive knob: Rotate to overdrive the filter, which affects each voice independently.
See Overdrive ES2 filters.
• Filter FM knob: Set the amount of Filter 2 cutoff frequency modulation with the
oscillator 1 frequency. See Modulate ES2 Filter 2 frequency.
In the figure to the left, the filters are cabled in series. This means that the signal of all
oscillators (combined at the Oscillator Mix Triangle) passes through the first filter, then this
filtered signal passes through Filter 2, if Filter Blend is set to 0, the middle position. The
output signal of Filter 2 is then sent to the input of the dynamic stage (Amplifier section).
In the figure to the right, the filters are cabled in parallel. If Filter Blend is set to 0, you’ll
hear a 50/50 mix of the source signal, routed via Filter 1 and Filter 2. The output signals
of the two filters are then sent to the input of the dynamic stage. See Crossfade between
ES2 filters.
• When zero or positive Filter Blend values are used, there is only one overdrive circuit
for both filters.
• Use of negative Filter Blend values introduces another overdrive circuit, which
distorts the output signal of the oscillator mix stage before it is fed into the
first filter.
The Filter Blend parameter is available as a modulation target in the router. You can use
manual control sources, such as the modulation wheel, to change the filter blend; but the
Filter Blend target can also be used creatively, to rapidly switch or smoothly fade between
the two filters. You can also use velocity, or a combination of the Vector Envelope and
Planar Pad as sources. The latter allows for interesting filter control possibilities that evolve
independently, or alongside oscillator parameters that are also being controlled with the
Vector Envelope.
• If Filter Blend is set to the top position, you only hear the effect of Filter 1.
• If Filter Blend is set to its lowest position, you only hear the effect of Filter 2.
• In between these positions, the filters are crossfaded. You hear the effect of
both filters.
You can also crossfade the filters when they are cabled in series. In this situation, the
distortion—controlled by the Drive parameter—also needs to be considered, as this
can be positioned either before or in between the filters, depending on the Filter Blend
setting you choose.
• Lo (lowpass): Allow frequencies that fall below the cutoff frequency to pass. The slope
of Filter 1 is fixed at 12 dB/octave.
• Hi (highpass): Allow frequencies above the cutoff frequency to pass. The slope of
Filter 1 is fixed at 12 dB/octave.
• Peak: Filter 1 works as a peak filter. This allows the level in a frequency band to be
increased. The center of the frequency band is determined by the Cutoff parameter.
The width of the band is controlled by the Resonance parameter.
• BR (band reject): The frequency band directly surrounding the cutoff frequency is
rejected, but frequencies outside this band can pass. The Resonance parameter
controls the width of the rejected frequency band.
• BP (bandpass): The frequency band directly surrounding the cutoff frequency is allowed
to pass. All other frequencies are cut. The Resonance parameter controls the width of
the frequency band. The bandpass filter is a two-pole filter with a slope of 6 dB/octave
on each side of the center frequency.
Slope buttons: Choose a Filter 2 slope: 12 dB, 18 dB, and 24 dB. The steeper the slope,
the more severe the effect on signal levels below the cutoff frequency.
Fat button: Adds 24 dB per octave of rejection. Fat mode has a built-in compensation
circuit that retains the sound bottom end. By comparison, the standard 24 dB setting
tends to make lower end sounds less rich.
• In a lowpass filter, the higher the cutoff frequency is set, the higher the frequencies
of signals that are allowed to pass.
• In a highpass filter, the cutoff frequency determines the point where lower
frequencies are suppressed and only upper frequencies are allowed to pass.
• Resonance knob: Emphasize or suppress portions of the signal above or below the
defined cutoff frequency.
• In MainStage, drag one of the three chain symbols in the ES2 filter section.
• The chain between Cut and Res of Filter 1 controls both the resonance (drag
horizontally) and cutoff frequency (drag vertically) simultaneously.
• The chain between Cut and Res of Filter 2 controls both the resonance (drag
horizontally) and cutoff frequency (drag vertically) simultaneously.
• The chain between Filter 1 Cut and Filter 2 Cut controls the cutoff frequency of
Filter 1 (drag vertically) and Filter 2 (drag horizontally) simultaneously.
To start this type of oscillation, the filter requires a trigger. In an analog synthesizer, this
trigger can be the noise floor or the oscillator output. In the digital domain of the ES2,
noise is all but eliminated. Therefore, when the oscillators are muted there is no input
signal routed to the filter. Turn on Filter Reset to provide a trigger signal that can be
used to drive the filter to self-oscillate.
When this button is engaged, each note starts with a trigger that makes the filter
resonate/self-oscillate immediately.
Compensate for high resonance values with the ES2 Fat(ness) parameter
• In MainStage, click to turn on the Fat(ness) button—below the other filter slope buttons.
Drive affects each voice independently. When every voice is overdriven individually—like
having six fuzz boxes for a guitar, one for each string—you can play extremely complex
harmonies over the entire keyboard range. Each voice sounds clean, without unwanted
intermodulation effects spoiling the overall sound.
Certain Drive settings can lead to a different tonal character. This is because analog filters
can behave uniquely when overdriven, forming an essential part of the sonic character of a
synthesizer. ES2 is very flexible in this area, allowing tonal colors that range from the most
subtle fuzz to the hardest of distortions.
• If the filters are connected in parallel, the overdrive circuit is placed before the filters.
• If the filters are connected in series, the position of the overdrive circuits is dependent
on the Filter Blend parameter. See Crossfade between ES2 filters.
Tip: Because Filter 2 can cut away the overtones introduced by the distortion, Drive can
be used as another tool for deforming oscillator waveforms.
The Distortion circuit in the Effects section affects the entire polyphonic output of the ES2.
Every rock guitarist knows that more complex chords—other than major chords, parallel
fifths, and octaves—sound “rough” when using distortion. Therefore, distorted guitar
playing generally involves few voices or parallel fifths and octaves. Because the filter Drive
parameter affects each voice individually, you can play complex chords without introducing
the unpleasant intermodulations that the Distortion effect can add to your sound.
Note: Don’t confuse this filter frequency modulation with the oscillator FM feature
(oscillator 1 is modulated by oscillator 2). If oscillator 1 is frequency-modulated by
oscillator 2, it does not influence the sine wave signal used to modulate the cutoff
frequencies. See Use ES2 frequency modulation.
Filter 2 can also be driven to self-oscillation. If you set a very high resonance value, it
produces a sine wave. This self-oscillating sine wave distorts at the maximum resonance
value. If you mute all oscillators, you’ll only hear this sine oscillation. By modulating the
cutoff frequency, you can produce effects similar to those produced by modulating the
frequency of oscillator 1 with oscillator 2.
ENV 3 is hard wired to the dynamic stage of the ES2—it is always used to control the level
of each note. See ES2 envelopes overview.
A tremolo effect is created, with the level changing periodically, based on the current
LFO 1 Rate value.
• Any modulation of oscillator 1 pitch set in the router affects the frequency of the sine
wave mixed in at this stage.
Note: The Sine Level knob is useful for adding warmth and a fat bass quality to the sound.
Extra body can be added to thin sounds with this parameter, given that oscillator 1 actually
plays the basic pitch.
ES2 modulation
• Modulation sources: The modulation sources include the LFOs and envelopes. See ES2
LFO overview and ES2 envelopes overview.
• Planar Pad: The Planar Pad is a two-dimensional controller that facilitates the
simultaneous manipulation of two, freely assignable, parameters. It can be controlled
with the Vector Envelope. See Use the ES2 Planar Pad.
Any modulation source can be connected to any modulation target, much like an old-
fashioned telephone exchange or a studio patch bay.
The modulation intensity—how strongly the target is influenced by the source—is set with
the vertical slider to the right of the modulation routing.
The intensity of the modulation can itself be modulated: the via parameter defines a further
modulation source, which is used to control the modulation intensity. When via is active,
you can specify upper and lower limits for the modulation intensity.
Ten such modulation routings of source, via, and target can take place simultaneously. It
doesn’t matter which of the ten modulation routings you use. You can even select the same
target in several parallel modulation routings. You can also use the same sources and the
same via controllers in multiple modulation routings.
2. Choose the Source parameter you want to use for modulation of the target.
3. Drag the Intensity slider to set a fixed modulation value. When via is active, this slider
sets the minimum modulation intensity.
1. In MainStage, Control-click the Router button, then choose Copy Matrix from the
pop-up menu.
3. Control-click the Router button, then choose Paste Matrix from the pop-up menu.
You can control modulation intensity by choosing an additional modulation source from the
via pop-up menu.
Choosing a value other than off for via divides the Intensity slider into two halves. Each half
has its own arrowhead.
• Move the upper half of the slider to set the maximum modulation intensity when the via
controller is at its maximum value.
• The lower half of the slider defines the minimum modulation intensity when the via
controller—the modulation wheel, for example—is set to its minimum value.
• The area between the two slider halves defines the modulation range of the
via controller.
3. Choose the modulation source that you want to use for control of modulation intensity
from the via pop-up menu.
5. Vertically drag the lower arrowhead of the Intensity slider to set the minimum
modulation intensity.
If this area is too small to drag, drag an unused section of the Intensity slider “track” to
move the area.
LFO 1 is polyphonic, which means that if used for any modulation of multiple voices, they
are not phase-locked. LFO 1 is also key-synced: each time you play a key, LFO 1 modulation
of this voice is started from zero.
To understand the non phase-locked characteristic more fully, imagine a scenario where a
chord is played on the keyboard. If LFO 1 is used to modulate pitch, for example, the pitch
of one voice may rise, the pitch of another voice might fall, and the pitch of a third voice
may reach its minimum value. As you can see, the modulation is independent for each
voice, or note.
The key-sync feature ensures that the LFO waveform cycle always starts from zero,
which results in consistent modulation of each voice. If the LFO waveform cycles were
not synchronized in this way, individual note modulations would be uneven.
• LFO 1 can also be faded in or out automatically, courtesy of a built-in envelope generator.
• LFO 2 is monophonic, which means that the modulation is identical for all voices. For
example, imagine a chord is played on the keyboard. If LFO 2 is used to modulate pitch,
the pitch of all voices in the played chord rises and falls synchronously. LFO 2 is ideally
suited for creating rhythmic modulation effects that retain perfect synchronicity, even
during project tempo changes.
LFO parameters
• LFO 1 EG slider and field: Set the time it takes for the LFO modulation to fade in or fade
out. The value is displayed in milliseconds beneath the slider. Click the zero to turn off
the LFO 1 envelope generator.
• LFO 1 Rate slider and field: Set the frequency (speed) of LFO 1 modulation. The value is
displayed in hertz (Hz) beneath the slider.
• LFO 1 Wave buttons: Choose the waveform used by LFO 1. See ES2 LFO waveforms.
• LFO 2 Rate slider and field: Set the frequency of LFO 2 modulation. LFO 2 can be
synchronized with the MainStage tempo.
Tip: Try using the waveforms while a modulation routing of Pitch123 (the pitch of all
three oscillators) is engaged and running
Waveform Comments
Sawtooth Suitable for helicopter and space gun sounds. Intense modulations of
oscillator frequencies with a negative (inverse) sawtooth wave lead to
“bubbling” sounds. Intense sawtooth modulations of lowpass filter cutoff
and resonance creates rhythmic effects. The inverted sawtooth waveform
provides a different start point for the modulation cycle.
Rectangle Rectangular waves periodically switch the LFO between two values. The
upper rectangular wave switches between a positive value and zero. The
lower wave switches between a positive and a negative value set to the
same amount above/below zero. An interesting effect can be achieved by
modulating Pitch123 with a suitable modulation intensity that leads to an
interval of a fifth. Choose the upper rectangular wave to do so.
Sample & Hold The bottom two LFO waveforms output random values. A random value is
selected at regular intervals, defined by the LFO rate. The upper random
wave steps between randomized values—rapid switches between values.
The lower random wave is smoothed out, resulting in fluid changes to
values. The term Sample & Hold (S & H) refers to the procedure of taking
samples from a noise signal at regular intervals. The values of these
samples are then held until the next sample is taken.
Tip: A random modulation of Pitch123 leads to an effect commonly
referred to as a random pitch pattern generator or sample and hold.
Try using very high notes, at very high rates and high intensities—you’ll
recognize this well-known effect from hundreds of science fiction movies.
The lower the slider is positioned onscreen, the shorter the fade out time.
1. In MainStage, place the LFO 1 EG slider at a position in the upper half (Delay) and
modulate the Pitch123 target with the LFO1 source in the router.
The rate is displayed in rhythmic values (when project tempo synchronization is active).
ES2 envelopes
To learn more about the roots of the term “envelope generator” and its basic function, see
Amplifier envelope overview.
The parameters of ENV 2 and ENV 3 are identical. ENV 3 defines the changes in level over
time for each note played. You can think of ENV 3 as being hardwired to the router AMP
modulation target. ENV 2 controls the cutoff frequency of both ES2 filters.
• Poly: The envelope generator behaves as you would expect on any polyphonic
synthesizer: every voice has its own envelope.
• Mono: A single envelope generator modulates all voices in the same way. All notes
must be released before the envelope can be retriggered. If you play legato, or any
key remains depressed, the envelope does not restart its attack phase.
• Retrig: A single envelope generator modulates all voices in the same way. The
envelope is triggered by any key you strike, even when other notes are sustained.
All sustained notes are identically affected by the retriggered envelope.
• Attack via Velocity slider: The Attack time slider is divided into two halves. Move the
lower slider to set the attack time when keys are struck at maximum velocity. The top
slider sets the attack time at minimum velocity. Drag the area between the two slider
halves to move both simultaneously. If this area is too small to drag, click an unused
portion of the slider, and drag vertically.
• In Attack/Decay mode: The level falls to zero after the attack phase has completed,
whether or not the note is sustained. It decays at the same speed, even if you
release the key. Set the decay time with the Decay time slider. Define the time
required for the level to decrease to zero with the Release time slider, once the key
is released.
• In Attack/Release mode: The envelope level remains at its maximum after the attack
phase is over, while the key remains depressed.
Both ENV 2 and ENV 3 can also be used simultaneously as sources in the router. The
envelope time parameters can be used as modulation targets in the router.
• The lower half defines the attack time when the keys are struck hard, at maximum
velocity. The upper half defines the attack time at minimum velocity.
Drag the area between the two slider halves to move both simultaneously. If this area
is too small to drag, drag an unused portion of the slider vertically.
• Decay slider: Set the time it takes for the level of a held note to fall to the sustain level,
after the attack phase has completed.
• If the Sustain level parameter is set to its maximum value, the Decay parameter has
no effect.
• When the Sustain level is set to its minimum value, the Decay parameter defines the
duration or fade-out time of the note.
• Sustain/Sustain Time sliders: Set the sustain level and the sustain time. See Use ES2
Envelope 2 and 3 sustain.
• Release Time slider: Define the time required for the sustain level to fall to zero, after
the key is released.
• Velocity Sensitivity slider: Determine the velocity sensitivity of the entire envelope. If
set to maximum, the envelope outputs its maximum level only when the keys are struck
at maximum velocity. Softer velocities result in a corresponding change to the envelope
levels, with a 50% velocity resulting in half-levels for each envelope-level parameter.
In this position, the Sustain (Level) slider defines the level that is sustained while the key
remains depressed, following completion of the Attack time and Decay time phases.
The Sustain Time slider defines the time it takes for the level to rise from the Sustain level
back to its maximum level—or to fall to zero:
• Settings in the lower half of the Sustain Time slider range (fall) determine the time
required for the level to decay from the sustain level to zero. The lower the slider
position, the faster the sound level decays.
• Settings in the upper half of its range (rise) determine the time required for the level
to rise from the sustain level to its maximum value. The higher the slider position, the
faster the sound level rises.
This routing simulates the behavior of pianos and plucked instruments, where high
notes decay faster than low notes.
Each played voice has an independent Vector Envelope, which is triggered from its start
point with every new keystrike (MIDI note-on message).
When Solo Point is turned on, only the currently selected Triangle and Planar Pad
positions of the currently selected point are active.
Control the Planar Pad and Triangle with the Vector Envelope
In MainStage, the Vector Mode pop-up menu is used to set a Vector Envelope target.
• Off: The Vector Envelope does not control the Triangle or the Planar Pad. It is
completely turned off. You can manually set and control the pointers of the Triangle
and the Planar Pad.
• Mix: The Vector Envelope controls the Triangle but not the Planar Pad.
• XY: The Vector Envelope controls the Planar Pad but not the Triangle.
• Mix+XY: The Vector Envelope controls both the Planar Pad and the Triangle.
Up to 16 points can be displayed on the time axis (10 are shown in the figure above). Each
point can control the pointer positions of the Triangle and the Planar Pad.
The points are numbered sequentially, from left to right, along the time axis.
There are always at least three points: point 1 is the start point, point 2 is defined as the
Sustain point, and point 3 is the end point.
Any point can be declared the Sustain point. If a played note is held for a sufficient length
of time and no loop is engaged, any envelope movement stops when the Sustain point is
reached. The Sustain point value is maintained until the key is released—until the MIDI
note-off command.
Any point can be declared the Loop point. The looped area spans the time between the
Sustain point and Loop point. In between these points you can create additional points that
describe the movements of the pointers in the Planar Pad and Triangle.
The more points you set, the more complex the movements that can be performed.
The segment that previously existed between the two old points is divided at the clicked
position. The sum of the two new segment times is equal to the time of the original
undivided segment. This ensures that any points that follow retain their absolute time
positions. Existing pointer positions in the Triangle and Planar Pad are fixed, thus
ensuring that newly created points don’t affect any previously defined movements.
The pointer is set to the center position of the Triangle, and all oscillators are set to
output the same level.
The pointer is set to the center position of the Planar Pad. Both axis values are set
to zero.
If you select another Vector Envelope point by clicking it, the pointer positions in the
Triangle and Planar Pad update to reflect your selection. If the Solo Point button is on,
the newly selected point becomes the Solo point.
Note: You can independently turn off Vector Envelope modulation of the Planar Pad by
setting Vector Mode to off. See Use the ES2 Vector Envelope.
Any point can be declared the Sustain point. Assuming that the played note is held long
enough and no loop is engaged, any envelope movement stops when this Sustain point
is reached. The Sustain point value is maintained until the key is released—until the MIDI
note-off command.
The Sustain point is indicated by an S between the point and its number shown on the
turquoise strip.
Although the loop parameters seem similar to the loop parameters available for samples,
there are significant differences between them. The Vector Envelope only supplies control
signals that are used to move the pointer positions of the Triangle and Planar Pad. The
audio output of the ES2 is not looped in any way.
The looped area spans the time between the Sustain point and the Loop point. In between
these points you can define several points that describe pointer movements in the Triangle
and the Planar Pad.
• Off: When Loop mode is set to Off, the Vector Envelope runs in one-shot mode from
beginning to end, if the note is held long enough to complete all envelope phases.
The other loop parameters are disabled.
• Forward: When Loop mode is set to Forward, the Vector Envelope runs from the
beginning to the Sustain point, and then begins to periodically repeat the section
between the Sustain point and the Loop point in a forward direction.
• Backward: When Loop mode is set to Backward, the Vector Envelope runs from the
beginning to the Sustain point, and then begins to periodically repeat the section
between the Sustain point and the Loop point in a backward direction.
• Alternate: When Loop mode is set to Alternate, the Vector Envelope runs from the
beginning to the Sustain point and then periodically switches to the Loop point, then
back to the Sustain point, alternating between backward and forward directions.
• Drag the green indicator in the center of the Loop Rate bar to the left or right.
• Drag vertically in the value field “as set” (shown in the figure below).
Set a defined speed for the Vector Envelope loop cycle. You can also synchronize the
loop speed with the host application tempo.
• As set: If you switch the Loop Rate to “as set,” the loop cycle length equals the sum
of the times between the sustain and Loop points. Click the field labeled “as set”
below the Rate slider to select it.
• Rhythmic: If you set the Loop Rate to one of the rhythmic values (sync) by dragging
the Loop Rate indicator toward the left half of the slider, the loop rate follows the
project tempo. You can choose from 32 bars up to a 64th triplet note value.
• Free: You can also set a free Loop Rate by dragging the Loop Rate indicator
toward the right half of the slider (free). The value indicates the number of
cycles per second.
Note: If Loop Rate is not switched to “as set,” and Loop mode (Forward, Backward,
or Alternate) is active, the times of points between the Loop and Sustain points and
the Loop Smooth value are shown as a percentage of the loop duration, rather than
in milliseconds.
• If the Loop Rate parameter is set to Sync or Free, the loop-smoothing time is
displayed as a percentage of the loop cycle duration.
• If the Loop Rate parameter is “as set,” the loop-smoothing time is displayed in
milliseconds (ms).
In Normal mode, the release phase—the phase after the Sustain point—begins as soon as
you release the key (note off). In other words, the release phase starts from the Vector
Envelope point where you released the key. The following behaviors apply:
• If looping is turned off and the Vector Envelope reaches the Sustain point, the Sustain
point value is retained for as long as you hold a key.
• If looping is turned on and the Loop point is positioned before the Sustain point, the
loop cycles for as long as you hold a key.
• If looping is turned on and the Loop point is positioned after the Sustain point, the
Vector Envelope loop continues to cycle until the overall release phase of the sound,
as determined by the ENV 3 Release parameter, has completed.
If the Env Mode menu is set to Finish, the Vector Envelope does not immediately begin the
release phase when you release the key. Rather, it plays all points for their full duration
until the end point is reached, regardless of whether you hold the key or release it. The
following behaviors apply:
• If looping is turned off, the Sustain point is ignored. The Vector Envelope completes all
points up to the end point, regardless of whether you hold the key or release it.
• If looping is turned on, the Vector Envelope plays all points until it reaches the Loop
point, and then plays loop until the end point is reached. It does not matter if the Loop
point is positioned before or after the Sustain point.
• If looping is turned on, and Loop Count is set to a value other than “infinite,” the Vector
Envelope continues on to the subsequent points—following completion of the specified
number of loop repetitions. If Loop Count is set to “infinite,” the points after the loop
are irrelevant.
Note: You can use “hold+step” to create stepped vector grooves—with up to 15 steps.
Note: Changing a time value alters the absolute time positions of all subsequent points.
Set a time value without affecting the absolute time positions of later Vector
Envelope points
• In MainStage, Control-drag the Time parameter to increase or decrease the time
required to reach the following point.
• The Time Scaling parameter ranges from 10% to 1000%. It is scaled logarithmically.
• If the Loop Rate is “as set,” scaling also affects the loop.
• If the Loop Rate is set to a free or synced value, the setting is not affected by the Time
Scaling parameter.
Normalize Vector Envelope time scaling and the loop rate with Fix Timing
• In MainStage, Click Fix Timing to multiply the Time Scaling value by all time parameters.
Time Scaling is reset to 100%.
In cases where Loop Rate is set to a synced value, clicking Fix Timing switches the Loop
Rate to “as set,” thus preserving the absolute rate.
Control-click anywhere in the Vector Envelope to open a shortcut menu that contains a
number of commands that can accelerate your workflow.
• Insert Point to the Right of Selected Point: Create a point to the right of the currently
selected point. A new point is created and is automatically selected.
In cases where you create a new point between two existing points, the segment that
previously existed is divided into two equal-sized segments. The sum of the two new
segment times is equal to the time of the original undivided segment. This ensures
that any points that follow retain their absolute time positions. Existing control point
positions in the Triangle and the Planar Pad are fixed, thus ensuring that newly created
points don’t affect any previously defined movements.
• Paste Point: Paste the copied point from the Clipboard to the currently selected point.
• Paste to All Points: Paste the copied point from the Clipboard to all points.
• Init to 8/8 Loop: Create 8 new points. The entire timeline is divided into segments of
equal length.
WARNING: In cases where you have previously created several points, use of this
command will overwrite your existing segments.
• Init to 16/16 Loop: Create 16 new points. The entire timeline is divided into segments of
equal length.
WARNING: In cases where you have previously created several points, use of this
command will overwrite your existing segments.
Note: Only three points will remain when this command is used: Start, Sustain, End.
• Paste Envelope: Paste the copied Vector Envelope from the Clipboard.
The X and Y axes have positive and negative value ranges. When you drag the pointer (the
square icon), the values of both axes are continuously transmitted.
The Vector X and Vector Y Target menus determine which parameter is modulated by
pointer movements in the Planar Pad. These modulation targets are identical to those in
the router. See ES2 oscillator modulation targets, ES2 filter modulation targets, and Other
ES2 modulation targets.
The position (coordinates) of the Planar Pad pointer is also available in the router, as the
Pad-X and Pad-Y source and via options. See ES2 modulation source reference and Control
ES2 modulation intensity.
The maximum intensity, sensitivity, and polarity of the modulation is set with the Vector X
Int and Vector Y Int parameters.
Target Comments
Pitch123 Modulates the frequencies (pitch) of all three oscillators. If you select an
LFO as the source, this target leads to siren or vibrato sounds. Select one
of the envelope generators with zero attack, short decay, zero sustain,
and short release as the source for tom and kick drum sounds.
Detune Controls the amount of detuning between all three oscillators. The
sensitivity of all pitch modulation targets is determined by the modulation
intensity. This is scaled as per the lists below, allowing you to create very
delicate vibrati in the cent range (1/100 semitone), and huge pitch jumps
by octaves.
• Modulation intensity from 0 to 8: steps are 1.25 cents.
• Modulation intensity from 8 to 20: steps are 3.33 cents.
• Modulation intensity from 20 to 28: steps are 6.25 cents.
• Modulation intensity from 28 to 36: steps are 12.5 cents.
• Modulation intensity from 36 to 76: steps are 25 cents.
• Modulation intensity from 76 to 100: steps are 100 cents.
This leads to the following rules of thumb for modulation intensity values.
• Intensity of 8 equals a pitch shift of 10 cents.
• Intensity of 20 equals a pitch shift of 50 cents (one quarter tone).
• Intensity of 28 equals a pitch shift of 100 cents (one semitone).
• Intensity of 36 equals a pitch shift of 200 cents (two semitones).
• Intensity of 76 equals a pitch shift of 1,200 cents (one octave).
• Intensity of 100 equals a pitch shift of 3,600 cents (three octaves).
OscWaves Depending on the waveforms set in the three oscillators, this target can be
used to modulate:
• The pulse width of rectangular and pulse waves
• The amount of frequency modulation (oscillator 1 only)
• Noise color (oscillator 3 only)
• The position of the Digiwaves
OscWaves affects all oscillators simultaneously.
For further information about the effects of these modulations, see Use
ES2 pulse width modulation, Use ES2 frequency modulation, Use the ES2
noise generator, and Use ES2 Digiwaves.
Osc1Wave Depending on the waveform selected for oscillator 1, you can control the
pulse width of rectangular and pulse waves, the amount of frequency
modulation, or the position of the Digiwave. In classic FM synthesizers
the amount of FM is controlled in real time by velocity-sensitive envelope
generators. Select one of the ENVs as the source for such sounds.
Osc2Wave The same as Osc1Wave, except that oscillator 2 does not feature FM.
Note that pulse width modulation also works with both the synchronized
rectangular and ring-modulated rectangular waves.
Osc3Wave Oscillator 3 is the same as Osc1Wave and Osc2Wave except that it does
not feature FM or ring modulation. Oscillator 3 features noise, the color of
which can be modulated with this parameter.
Osc2WaveB The same as above for a Digiwave using the Osc2Wav target.
Osc3WaveB The same as above for a Digiwave using the Osc3Wav target.
SineLev1 SineLevl (Sine Level) allows the sine wave level of oscillator 1 to be
modulated. The parameter defines the level of the first partial tone of
oscillator 1. See Enhance ES2 sounds with Sine Level.
OscLScle OscLScle (Osc Level Scale) modulates the levels of all three oscillators
simultaneously. A modulation value of 0 mutes all oscillators, whereas a
value of 1 raises the gain of the entire mix by 12 dB. The modulation is
applied before the overdrive stage, allowing for dynamic distortions.
Target Comments
Cutoff 1 Modulates the Cutoff Frequency parameter of Filter 1. See Filter cutoff and
resonance overview.
LPF FM Determines the intensity of the lowpass filter frequency modulation (LPF
FM) of Filter 2—with a sine wave (at the same frequency as oscillator 1).
This parameter is described in Modulate ES2 Filter 2 frequency.
Cut 1+2 Modulates the cutoff frequency of both filters in parallel. This is
like applying the same modulation to Cutoff 1 and Cutoff 2 in two
modulation routings.
Filter Blend (FltBlend) modulates the Filter Blend parameter. See Crossfade between
ES2 filters.
Target Comments
Amp This target modulates the dynamic stage, or level of voices. If you select
Amp as the target and modulate it with an LFO as the source, the level
changes periodically, and you hear a tremolo.
Pan This target modulates the panorama position of the sound in the stereo
spectrum. Modulating Pan with an LFO results in a stereo tremolo (auto
panning). In unison mode, the panorama positions of all voices are spread
across the stereo spectrum. Nevertheless, Pan can still be modulated,
with positions being moved in parallel.
LFO1Curve This target modulates the waveform smoothing of the square and random
wave. If the LFO is using a triangle or sawtooth wave, it changes between
convex, linear, and concave curves.
Target Comments
LFO1Rate This target modulates the frequency (rate) of LFO 1. You can automatically
accelerate or slow down LFO 1 rate by modulating the LFO1Rate target
with one of the envelope generators (ENV) or with LFO2.
Env2Dec (Envelope 2 Decay) modulates the Decay time of the second envelope
generator. In cases where you’ve selected Env2Dec as the target and
Velocity as the source, the duration of the decaying note is dependent on
how hard you strike the key. Selecting Keyboard as the source results in
higher notes decaying more quickly (or slowly).
Env2Rel Env2Rel (Envelope 2 Release) modulates the Release time of the second
envelope generator.
Glide This target modulates the duration of the Glide (portamento) effect. If you
modulate Glide, with Velocity selected as the source, the speed of the
keystrike determines the time it takes for the played notes to reach the
target pitch.
Source Comment
Pad-X, Pad-Y Define the axes of the Planar Pad as modulation sources for the selected
modulation target. See Use the ES2 Planar Pad and Use the ES2 Vector
Envelope.
Max Max sets the value of this source to +1. This offers interesting options for
controlling the modulation intensity with all possible via values.
Kybd Kybd (Keyboard) outputs the keyboard position (the MIDI note number).
The center point is C3 (an output value of 0). Five octaves below and
above, an output value of −1 or +1, respectively, is sent. Modulate the
Cut 1+2 target with the Kybd source to control the cutoff frequencies
of the filters with the keyboard position—as you play up and down the
keyboard, the cutoff frequencies change. A modulation intensity of 0.5
proportionately scales cutoff frequencies with keyboard note pitches.
Bender The pitch bend wheel serves as a bipolar modulation source. This is also
true when the Bend Range parameter of the oscillators is set to 0.
ModWhl The modulation wheel serves as a modulation source. For most standard
applications, you’ll probably use the wheel as the via controller.
Traditionally, it is used to control the intensity of periodic LFO
modulations. Used here, it can be employed for direct, static modulations,
such as controlling both filter cutoff frequencies (Target = Cut 1+2).
Whl+To Both the modulation wheel and aftertouch serve as modulation sources.
MIDI Controllers A-F MIDI controllers available in the router are named Ctrl A–F and can
be assigned to arbitrary controller numbers. See ES2 macros and
controllers overview.
RndN02 RndNO2 (Note On Random 2) behaves like Note On Random1, but it glides,
rather than steps, to the new random value, using the Glide time (inclusive
of modulation). It also differs from Note On Random 1 in that the random
modulation value changes when playing legato while in legato mode.
SideCh SideCh (Side Chain modulation) uses a side chain signal as a modulation
(trigger) signal. The side chain source can be chosen from the Side Chain
pop-up menu in the upper gray area of the plug-in window. It is fed to the
internal envelope follower, which creates a modulation value based on the
current side chain input signal level.
LFO1 The modulation undulates at the speed and waveform of LFO 1, which
controls the modulation intensity.
LFO2 The modulation undulates at the speed and waveform of LFO 2, which
controls the modulation intensity.
Pad-X, Pad-Y Both axes of the Planar Pad are also available as via sources, allowing you
to control modulation intensities with them.
Kybd Kybd (Keyboard) outputs the keyboard position (the MIDI note number).
The center point is C3 (an output value of 0). Five octaves below and
above, an output value of −1 or +1, respectively, is sent. If you select
Pitch123 as the target, modulate it with the LFO1 source, and select
Keyboard as the via value, the vibrato depth changes, depending on the
key position. Put another way, the vibrato depth is different for notes
higher or lower than the defined Keyboard position.
Velo If you select Velo (Velocity) as the via value, the modulation intensity is
velocity sensitive—modulation is more or less intense depending on how
quickly (how hard) you strike the key.
ModWhl If you select ModWhl (Modulation Wheel) as the via value, the modulation
intensity is controlled by your MIDI keyboard modwheel.
Touch If you select Touch (Aftertouch) as the via value, the modulation intensity
is touch sensitive—modulation is more or less intense depending on how
firmly you press the key of your touch-sensitive MIDI keyboard after the
initial keystrike (aftertouch is also known as pressure sensitivity).
Whl+To Both the modulation wheel and aftertouch control the modulation intensity.
MIDI Controllers A-F MIDI controllers available in the router are named Ctrl A–F, rather than
Expression, Breath, and General Purpose 1–4 (MIDI Control Change
Messages 16 to 19 are also known as General Purpose Slider 1/2/3/4).
These can be assigned to arbitrary controller numbers with the Controller
Assignments pop-up menus.
RndN02 RndNO2 (Note On Random 2) behaves like Note On Random1, but it glides,
rather than steps, to the new random intensity value, using the Glide time
(inclusive of modulation). It also differs from Note On Random 1 in that
the random modulation value changes when playing legato while in
legato mode.
SideCh SideCh (Side Chain modulation) uses a side chain signal as a modulation
intensity (trigger) signal. The side chain source can be chosen from the
Side Chain pop-up menu in the upper gray area of the plug-in window. It
is fed to the internal envelope follower, which creates a modulation value
based on the current side chain input signal level.
• Distortion
• Choose the Chorus, the Flanger, or the Phaser effect. These effects share the same
control knobs—Intensity and Speed.
A chorus effect is based on a delay line, the output of which is mixed with the original,
dry signal. The short delay time is modulated periodically, resulting in pitch deviations.
The modulated deviations, in conjunction with the original signal pitch, produce the
chorus effect.
A flanger works in a similar fashion to a chorus, but with even shorter delay times. The
output signal is fed back into the input of the delay line. This feedback results in the
creation of harmonic resonances that wander cyclically through the spectrum, giving
the signal a “metallic” sound.
A phaser mixes a delayed and an original signal. The delayed element is derived from
an allpass filter, which applies a frequency-dependent delay to the signal. This is
expressed as a phase angle. The effect is based on a comb filter, which is basically
an array of inharmonic notches—rather than resonances, as with the flanger—that
also wanders through the frequency spectrum.
• Hard button: Activate the Distortion effect Hard mode. The distortion effect sounds like
a fully transistorized fuzz box.
• Distortion knob: Set the amount of distortion. Turn this knob to zero to disable
the effect.
• Intensity knob: Set the depth of the effect—how rich the modulation is. Turn this
knob to zero to turn off the effect.
• Intensity knob: Rotate to set the depth of the effect—how “cutting” the modulation
is. Turn this knob to zero to turn off the effect.
• Intensity knob: Rotate to set the depth of the “sweeping” effect—the width of the
modulation. Turn this knob to zero to turn off the effect.
• Macro button: Show a number of macro controls that affect groups of other parameters.
• MIDI button: Assign MIDI controllers to particular modulation routings. See ES2 via
modulation source reference.
• Macro only button: Replace the ES2 interface with a smaller view that is limited to the
macro controls.
When you rotate any of the macro controls, one or more parameters in the ES2 interface
update. For example, adjusting the Detune macro control simultaneously affects the Analog
parameter and the coarse and fine oscillator Frequency parameters.
Important: The impact of each macro control is completely dependent on the parameter
values of the current setting. In some patches, a number of macro controls may have
no effect.
These parameters are saved with each setting. They are updated only if the default setting
that is loaded on instantiating the plug-in is used or if the setting was saved with a project.
This approach helps you to adapt all MIDI controllers to the keyboard, without having to
edit and save each setting separately.
Controllers 0 and 32 are reserved for Bank Select messages, controller 1 is used as
modulation source in the router, controllers 33 to 63 work as LSB for controllers 1 to 31,
controllers 64 to 69 are reserved for pedal messages, controllers 120 to 127 are reserved
for channel mode messages.
In the MIDI specification, all controllers from 0 to 31 are known as Most Significant Byte
(MSB) controller definitions. Each of these controllers (0 to 31) also contains a Least
Significant Byte (LSB) controller definition (32 to 63). Use of this secondary LSB controller
in conjunction with the MSB controller allows for a resolution of 14 bits instead of 7 bits.
The ES2 recognizes these control change messages—the breath or expression controllers,
for example.
To explain:
• 14-bit controllers are pairs of normal Control Change (CC) messages, where the number
of the second CC message (the LSB) is 32 higher than the first CC message (the MSB).
Examples of valid 14-bit pairs are: CC1/33, CC7/39, and CC10/42.
• 14-bit controllers have a resolution of 16,384 steps, allowing very precise control of
plug-in parameters. The first CC message of a 14-bit pair (the MSB) has a coarse
resolution of 128 steps. Each of these steps can be divided into a further 128 substeps
using the second CC message (the LSB). This results in 128 x 128 = 16,384 steps.
• You don’t need to create new, or special, data types to use 14-bit controllers. The finer
resolution is achieved by complementing the assigned CC message (the MSB) with
its LSB. The CC message assigned in the ES2 can always be used alone if your MIDI
controller isn’t capable of sending 14-bit messages, thus limiting the resolution to
7-bit = 128 steps.
The 14-bit capability is the reason why CC numbers 33–63 can’t be assigned in the
Ctrl A–F menus. Using these (LSB) CC numbers would result in changing 1/128th of
the parameter range—or put another way, 128 continuous steps out of 16,384.
2. Choose the controller name or number that you want to use from any Ctrl A to Ctrl F
pop-up menu.
2. Choose the Learn item from a control menu (Ctrl A to Ctrl F).
Note: If no suitable MIDI message is received within 20 seconds, the selected control
reverts to the previous value/assignment.
Extended parameters
• MIDI Mono Mode pop-up menu: Choose Off, On (with common base channel 1), or On
(with common base channel 16).
In either mode, each voice receives on a different MIDI channel. Per-voice channels
support pitchbend, aftertouch, modwheel, and Ctrl A-F assignment messages. See Set
ES2 controller assignments. Controllers and MIDI messages sent on the base channel
affect all voices.
The chosen pitch bend range affects individual note pitchbend messages received on
all but the common base channel. The default is 48 semitones, which is compatible
with the GarageBand for iOS keyboard in pitch mode. When using a MIDI guitar, 24
semitones is the preferable setting because most guitar to MIDI converters use this
range by default.
Set the amount of random parameter alteration with the Random Intensity slider.
The random sound variation feature always alters parameters as they are currently set, not
based on the original setting file. Therefore, clicking RND repeatedly results in a sound that
increasingly differs from the original setting.
The randomize process is triggered by a single click and can be repeated as often as
you like.
Some aspects of your sound may already be ideal for the sound you had in mind. For
example, your sound setting has a nice percussiveness, and you’d like to try a few sonic
color variations while retaining this percussive feel. To avoid the random variation of any
attack times, you can restrict the variation to oscillator or filter parameters. You do this by
setting the RND Destination to Waves or Filters, thus excluding the envelope parameters
from the variation process.
Note: The Master Level, Filter Bypass, and oscillator on/off parameters are never
randomized. Also, randomizations of the Vector Envelope turn the Solo Point parameter off.
All All parameters, with the exception of those mentioned above, are
randomized.
All except router and Pitch All parameters, with the exception of router parameters and the basic
pitch (semitone settings of the oscillators), are altered. Oscillator fine-
tuning is, however, randomized.
All except Vector Env All parameters, with the exception of Vector Envelope parameters, are
altered. This maintains the rhythmic feel of a given setting.
Waves Only the oscillator Wave and Digiwave parameters are altered. Other
oscillator parameters (tuning, mix, and modulation routings in the router)
are excluded.
Digiwaves New Digiwaves are selected for all oscillators. Other oscillator parameters
(tuning, mix, and modulation routings in the router) are excluded.
Filters The following filter parameters are varied: Filter Structure (series or
parallel), Filter Blend, Filter Mode, Cutoff Frequency, and Resonance
for Filters 1 and 2. The Fatness and Filter FM parameters of Filter 2 are
also randomized.
Envs All parameters of all three envelopes (ENV 1, ENV 2, and ENV 3) are
randomized. The Vector Envelope is excluded.
Vector Envelope All Vector Envelope parameters are varied, including the X/Y routing of the
Planar Pad.
Vector Env Mix Pad The oscillator mix levels of the Vector Envelope points are altered. The
rhythm and tempo of the modulation (the time parameters of the points)
are not changed.
Vector Env XY Pad Options The Planar Pad pointer positions (the Vector Envelope points) are
randomized. The X/Y routing, however, is not changed. The rhythm and
tempo of the modulation (the time parameters of the points) are also left
unaltered.
You can specify a single direction for randomization by choosing either:
• Vector Env XY Pad X only
• Vector Env XY Pad Y only
Vec Env Times Only the time parameters of the Vector Envelope points are altered.
Vec Env Structure The Vector Envelope structure is altered. This includes: All times, the
Sustain point, the number of points, and all loop parameters.
Vec Env Shuffle Times The Vector Envelope shuffle times (within loops) are altered. This includes
the Loop Smooth value, if Loop Mode is set to Forward or Backward.
To see the settings for these tutorials in the ES2 window, choose Tutorial Settings from the
Settings pop-up menu.
The Analog Saw Init tutorial setting is designed to be used as a starting point when you
are programming new sounds from scratch. When programming entirely new sounds,
professional sound designers like to use this type of setting, which has an unfiltered
sawtooth wave sound without envelopes, modulations, or any gimmicks. This type of
setting is also useful when you are getting to know a new synthesizer. It allows you to
access all parameters without having to consider any preset values.
• Start with the filters, the heart of any subtractive synthesizer. Check out the four
lowpass filter types—12 dB, 18 dB, 24 dB, and fat (Filter 2)—with different values for
Cut (Cutoff Frequency) and Res (Resonance). Define Env 2 as the filter envelope. This
modulation wiring is preset in the Router.
• Set Filter Blend to its leftmost position, which allows you to listen to Filter 1 in isolation.
In many circumstances, you’ll probably prefer Filter 1, but Filter 2 has its advantages.
In addition to the lowpass filter with 12 dB/octave slope (Lo), Filter 1 also offers a
highpass, peak, bandpass (BP), and band rejection (BR) mode. Filter 2 lowpass sounds
“softer” when compared with Filter 1. It is best-suited to sounds where the filter effect
is or should be less audible, such as with Strings and FM sounds. Distorted TB-303-
style sounds are more easily achieved with Filter 2.
• This setting is also ideal for experimenting with different oscillator waveforms.
Create fat ES2 sounds with oscillator detuning and unison mode
The Analog Saw 3 Osc setting features three detuned oscillators, and sounds fat as it is.
The following introduces you to some additional tools to fatten the sound even more.
In many supplied settings, the Unison mode is active. This demands a lot of processing
power. If your computer isn’t fast enough, you can switch off the Unison mode and
insert an Ensemble effect in a bus, for use with several plug-ins. This saves processing
power. You can also save CPU resources by freezing or bouncing several software
instrument tracks.
• Check out the three-oscillator basic sound with different filter and envelope settings.
• Engage Unison mode and select a higher setting for Analog. Because the sound
is polyphonic, each note is doubled. The number of notes that can be played
simultaneously is reduced from 10 to 5. This makes the sound rich and broad.
Combining Unison and higher values for Analog spreads the sound across the
stereo spectrum.
In many supplied settings, Unison mode is active. If your computer can’t cope with the
processing demands, switch off Unison mode and insert an Ensemble effect in a bus,
for use with several plug-ins. You can also save CPU resources by freezing or bouncing
several software instrument tracks.
• Set the Cutoff Frequency of Filter 2 to 0. This activates the preset filter envelope. Feel
free to check out different envelope settings.
• Set Env 2 to be velocity sensitive. This allows for velocity-sensitive filter modulations.
• Insert a delay effect in the instrument channel strip of the ES2 (or a bus target).
Tip: It’s best to make your edits while a bass line is playing. Create or play a
monophonic bass line, with most notes played staccato, but some legato. This can
provide some interesting results with very long Glide values.
• Check out Filter 2 by setting Filter Blend to its rightmost position. Notice that Filter 1
works better with distorted sounds.
• To control the filter modulation, move the green sliders of the first modulation routing in
the router. This controls the modulation intensity.
The FM Start setting is great for familiarizing yourself with linear frequency modulation
(FM) synthesis.
• Adjust the intensity of the frequency modulation by slowly moving the wave selector
from Sine to FM. You will hear a typical FM spectrum, with the carrier and modulator
set to the same frequency.
• Select other waveforms for oscillator 2. Sine is the classic, standard FM waveform, but
other waveforms lead to interesting results as well, especially the Digiwaves.
• You can achieve further interesting results by altering the carrier (oscillator 1)
frequency. Check out the entire range, from −36 s to +36 s here, as well. The odd
intervals are especially fascinating. Note that the basic pitch changes when you do this.
• Set the second modulation routing to 1.0. You’ll hear how the modulation now “wanders”
through a broader sound range.
• Set modulation routings 3 and 4 to a value of 1.0 as well, and listen to the increase in
the sound range.
• After these drastic augmentations to the modulation range, the sound becomes uneven
across the keyboard. In the lower and middle ranges it sounds nice, but in the upper key
range the FM intensity appears to be too severe. You can compensate for this effect by
modulating the Osc 1 Wave target by keyboard position (kybd) in modulation routings 5
and 6. This results in a keyboard scaling of the FM intensity.
• Because the sound range is so vast (due to the four modulations), two modulation
routings are required to compensate for this. Set the lower slider halves to their lowest
positions. Good keyboard scaling is essential for any FM sound.
To create a fatter, undulating, and atmospheric quality to the sound, the polyphonic
Unison mode has been engaged. Filter and amplitude envelopes have been preset to
shape the sound.
• Set LFO 2 to different waveforms. Lag S/H (smooth random), in particular, should
be fun.
• Alter the modulation intensity of the first modulation routing (LFO2 modulates Osc2
Wave) and the LFO 2 rate.
• Engage the filter envelope by lowering the Cutoff Frequency of Filter 2 down to 0.
• As always when it comes to FM, you can dramatically alter the sound by varying the
frequencies of the oscillators. Make sure you check out the odd intervals, as well.
The FM Out of Tune setting offers a bell-like sound, reminiscent of a ring modulator. It
was achieved through a setting of 30 s 0 c, with the modulator set to a value of 0 s 0 c.
Sounds like this were commonly used in the electronic music of the eighties and have had a
resurgence in popularity in ambient and trance music styles.
You can further develop the sound by applying filtering, envelope modulations, and effects.
There is, however, one small problem—the sound is out of tune.
• Use oscillator 3 as a reference for the tuning of the FM sound by dragging the pointer in
the Triangle.
• You’ll notice that the sound is five semitones too high (or seven semitones too
low, conversely).
• Transpose both oscillators 1 and 2 five semitones (500 ct) lower. Transposing them
upward is not practical, as you’d need to select 37 s 0 c for oscillator 1, which has a
maximum value of 36 s 0 c.
• It’s important to maintain the frequency ratio (interval) between oscillators 1 and 2. This
means that oscillator 1 sounds at 25 s O c and oscillator 2 at −5 s 0 c.
• Choose the PWM Slow setting. Here, LFO 1 controls the pulse width modulation source,
not your manual movements. The result should be quite similar.
• Raise the LFO 1 rate from its preset value of 0.230 to 4.400. The result is a classic,
fast PWM.
• In this and the next step, the PWM is set so that it sounds slower in the lower keyboard
range and faster in the upper range. This is desirable for many sounds, such as
synthetic strings. First, reduce the LFO 1 Rate to 3,800.
• Change the modulation intensity of the second router channel (target = LFO1 Rate,
Source = Kybd) to 0.46. This alters the scaling of the PWM, making it sound faster in
the treble range. You can also hear this type of effect in the PWM Scaled setting.
• Adjust the Chorus intensity. You’ll probably choose higher values, which make the
sound rather broad.
• Program Envelope 3 according to your taste. You should, at the very least, raise the
attack and release times. Define it to react to velocity, if you prefer. If you want to use
the sound for something other than a simple pad, a shorter Decay Time and a lower
Sustain Level of about 80 to 90% may be more appropriate.
• Reduce the Cutoff Frequency and Resonance of Filter 1 to make the sound softer.
• Compare the result with the original PWM 2 Osc setting. You’ll hear that the sound has
undergone a remarkable evolution.
• Also compare it to PWM Soft Strings, which was created as described above. You’ll
probably notice a few similarities.
In the ES2, oscillator 2 outputs a ring modulation, which is fed with a square wave of
oscillator 2 and the wave of oscillator 1, when Ring is set as the oscillator 2 waveform.
The third oscillator can be used as a tuning reference, to maintain a kind of basic tuning.
On occasion, you may find that it’s nice to leave the sound out of tune—for use as a source
of overtones and harmonics for another basic wave, supplied by oscillator 3.
• Experiment with the various frequency ratios of oscillators 1 and 2. You may want to use
the 29 s 0 c/21 s 0 c ratio, which doesn’t sound out of tune at all. Ring modulation is not
only useful for bell-like sounds, it’s also good for a great variety of spectra that tend to
sound weird at lower frequency settings. Also try alterations to the fine-tuning of the
oscillators.
• Check out an Intensity of 50% and a Rate set to around 2/3 of the maximum value for
the Chorus effect.
• Check out Drive and Filter FM if you like your sounds a little “out of control.”
Typical sync sounds feature dynamic frequency sweeps over wide frequency ranges. These
frequency modulations (the sweeps) can be applied in various ways.
• Try the pre-programmed pitch modulation, assigned to the modulation wheel first.
• In the second router channel, an envelope pitch modulation has been preprogrammed
(target = Pitch 2, Source = Env 1). Setting the minimum value to 1.0 results in a typical
sync envelope. Also check out shorter Decay Times for Envelope 1.
• To avoid a sterile, lifeless sound (after the decay phase of the envelope), you may also
want to modulate the oscillator frequency with an LFO. Use the third router channel, and
set the minimum modulation applied by LFO 1 to about 0.50.
• Substitute the synchronized square wave with the synced sawtooth wave, and see if you
like the results.
Note: Pulse width modulation is also available via the synchronized square wave of
oscillators 2 and 3. A modulation of the wave parameters of these two oscillators
results in a PWM when the synced square wave is selected.
• In its basic (default) setting, the Vector Envelope has three envelope points. Point 1 is
the start point, point 2 the Sustain point, and point 3 is the target in the release phase.
By clicking the points, you can see that the mix is always set to 100% for oscillator 1, in
the Triangle.
• Click point 2, and drag the pointer in the Triangle to oscillator 2. You’ll hear a square
wave, instead of the oscillator 1 sawtooth.
• Engage the Vector Envelope by switching the Solo Point parameter off. When it is
switched on, you hear only the selected point, with no dynamic modulation. When
Solo Point is switched off, you’ll hear the sound moving from saw to square, with every
triggered note.
• While holding down Shift, click between points 1 and 2. A new point 2 is created, and
the point formerly known as point 2 becomes point 3. The total time span between point
1 and point 3 is divided into the times between points 1 and 2, and 2 and 3. The division
takes place at the click location. If you click at the exact midpoint, the new time spans
are equal.
• Click the newly created point 2, and then drag its corresponding pointer in the Triangle
to oscillator 2.
• Click point 3, and drag its corresponding pointer in the Triangle to oscillator 3. Listen to
the three oscillators morphing from sawtooth to square to a triangular wave at the final
Sustain point.
• Click point 4 (the end point) and drag its corresponding pointer in the Triangle to
oscillator 1, if it’s not already there. Listen to how the sound returns to the oscillator 1
sawtooth wave, following the release of the key.
In this example, the Vector Envelope is used to control two additional parameters—the
Cutoff Frequency of Filter 2 and Panorama. These are preset as the X and Y targets in the
Planar Pad. Both have a value of 0.50.
• Switch on Solo Point, to more easily listen to the settings for the single points.
• Drag the pointer in the Planar Pad to the far left, which results in a low cutoff frequency
for oscillator 2.
• Drag the pointer in the Planar Pad all the way down, which results in the rightmost
panorama position.
• Drag the pointer in the Planar Pad all the way up, which results in the leftmost
panorama position.
• Switch on Solo Point. The sound begins with a strongly filtered sawtooth wave and turns
into an unfiltered square wave. It initially sounds from the right, and then it moves to
the left while morphing into a triangular wave. After you release the key, the saw sound
is heard.
These heterogeneous sound colors are used as sound sources for the vector loop. Unison
and Analog make the sound fat and wide.
A slow, forward loop is preset. It moves from oscillator 3 (PWM sound, point 1) to
oscillator 1 (FM sound, point 2), then to oscillator 3 again (PWM, point 3), then to
oscillator 2 (wavetable, point 4), and finally it returns to oscillator 3 (PWM, point 5). Points
1 and 5 are identical, which prevents any transition from point 5 to point 1 in the forward
loop. This transition could be smoothed out with Loop Smooth, but this would make the
rhythmic design more difficult to program.
The distances between the points of the Vector Envelope have been set to be rhythmically
exact. Given that Loop Rate has been engaged, the time values are not displayed in ms,
but as percentages. There are four time values (each at 25%), which is a good basis for
the transformation into note values.
• Switch off the Vector Envelope by setting Solo Point to on. This allows you to audition
the individual points in isolation.
• Take the opportunity to alter the pointer positions in the Planar Pad according to your
taste. The X/Y axes of the Planar Pad control the cutoff frequency of Filter 2, and the
panorama position. Adjustments to these make the sound more vivid.
• Activate the Vector Envelope by setting Solo Point to off. Check the result, and fine-
tune the pointer positions in the Planar Pad.
• Alter the Loop Rate from the preset value of 0.09 up to 2.00. You will hear a periodic
modulation, much like that of an LFO. At this point, the modulation is not synchronized
with the project tempo. To synchronize the loop speed with the project tempo, move the
Rate to the far left, and set a note or bar value.
• You can create faster rhythmic note values by clicking between two points and setting
the new time values—which result from the division that occurs—to a value of 12.5%,
for example.
Note: To make the setting really punchy, you must activate Flt Reset, because all oscillators
are switched off in this setting, and the filter needs a little time to start oscillating. At the
start of each note, Flt Reset sends a very short impulse to the filter—making it oscillate
from the outset.
By tweaking the Vector Kick setting you can create any dance-floor kick drum sound you
can think of.
Create percussive synthesizer and bass sounds with two filter decay phases
in ES2
As with the Vector Kick setting, the Vector Perc Synth setting uses the Vector Envelope to
control the filter cutoff frequency, with two independently adjustable decay phases. This
would not be possible with a conventional ADSR envelope generator.
This programming tour of the ES2 is included as a part of the toolbox to help you learn the
ES2 architecture through experimentation with these template sounds.
As you become more familiar with ES2 functions and parameters, you can create your own
templates to use as starting points when designing new sounds.
Osc 1 and Osc 3 provide the basic wave combination within the Digiwave field. Changing
the Digiwaves of both in combination delivers a huge number of basic variations—some
also work pretty well for electric piano-type keyboard sounds.
Osc 2 adds harmonics with its synced waveform, so you should only vary its pitch or
sync waveform. There are a couple of values that can be changed here to attain a much
stronger, more balanced signal.
An old trick, which delivers a punchy attack, was used—to create an effect that the use of
a naked wave wouldn’t deliver, even with the best and fastest filters available: You use an
envelope (in this case, Env 1) for a quick “push” of a wavetable window—or all wavetables
together, where it makes sense.
Set Envelope 1 decay time for this short push by moving the wave selectors for all
oscillators. (Although it makes no sense to do this on the synced sawtooth oscillator,
Osc 2, use the envelope trick regardless.) This allows you to vary the punchiness of the
content between:
• Envelope 1 contribution to the overall attack noise and changing decay length—a short
decay results in a peak, a long decay results in a growl, as Envelope 1 reads a couple of
waves from the wavetable.
• Modulation destination—you can always assign this to each of the oscillators separately.
• Start point—you vary the wave window start with minimum and maximum control of
EG1/Osc. waves modulation: negative values for a start wave before the selected wave,
positive values for a start wave from a position behind the selected wave that rolls the
table back.
Feel free to experiment with this wavetable-driving trick. The growl effect works well
for brass sounds, and some organs absolutely shine with a little click, courtesy of a
wavetable push.
For playing purposes, you’ll find that LFO 2 is used as a real-time source for vibrato.
It is assigned to the mod wheel and aftertouch. Feel free to change the wheel and
aftertouch settings.
Velocity is set up to be very responsive, because many synthesizer players don’t strike
keys like a piano player would with a weighted-action “punch.” Therefore, you should play
this patch softly, or you may find that the slap tends to sweep a little. Alternatively, you can
adjust the sensitivity of the filter modulation velocity value to match your personal touch.
If required, increase the Voices value to maximum—six strings should be enough for a
guitar, but for held or sustained notes, a few extra voices may come in handy.
Focus your attention on the modwheel response—hold a chord, and bring the wheel in
by moving it slowly upward until you reach the top (maximum). The intention behind the
programming of this mod wheel modulation is to simulate an accelerating Leslie rotor speaker.
• Modulation routing 1 assigns envelope 2 to Filter 1—the only one used for this patch—
and produces a little organ key click with the envelope. The filter is opened slightly
(with Keyboard as via) when you play in the higher keyboard range, with the
maximum value.
• Modulation routings 2 and 3 bring in LFO 1 vibrato, and both oscillators are modulated
out of phase.
• Modulation routing 4 does not need to be adjusted, but you are free to do so. It has
been set up to use ENV1 to “push” the wavetable. Adjust ENV1 Decay to make the
sound more pipe organ-like. Adjust ENV1 Attack to sweep through the wavetable.
• Modulation routing 5 reduces the overall volume according to personal taste, but the
organ level shouldn’t increase too drastically when all modulations are moved to their
respective maximums.
• Modulation routings 6 and 7 detune oscillators 2 and 3 against each other, within
symmetrical values—to avoid the sound getting out of tune overall. Again, both work
out of phase with modulation routings 2 and 3; oscillator 1 remains at a stable pitch.
• Modulation routing 10: A little cutoff was added to Filter 1, increasing the intensity of
the big twirl.
You can also use LFO 2 to increase the pitch diffusion against LFO 1 pitch and pan
movements. Just exchange it for LFO 1 on modulation routings 2 and 3. Note that there
is no modulation source for the Leslie acceleration, so you need to use it in a static way
by fading it in. Alternatively, you need to sacrifice one of the other modulations in favor
of a second twirl.
For another stereo modification of the static sound, you can use the patch in Unison mode
with a slight detune—make sure to adjust the Analog parameter for this.
• Oscillator 2 provides a not particularly “brassy” pulse wave, which brings in the
ensemble. It is pulse-width modulated by LFO 1 (modulation routing 4).
Note: The following critical point should be taken into account for any modulations. There
are four parameters that behave in an entirely different fashion when any one of them is
changed. Therefore, all four must be changed when making adjustments:
• You may adjust the initial pulse width of the oscillator 2 wave parameter. A “fat”
position, close to the ideal square wave, has been chosen for this patch—in order to
program a full, voluminous synth-brass sound.
• Modulation routing 4 adjusts the modulation intensity—how far the range differs from
fat to narrow when being pulse-width modulated. Set with the Minimum parameter.
• The rate of LFO1 directly controls the speed of the movement of the pulse width
modulation. For this patch, both LFOs are used, to achieve a stronger diffusion effect
at different modulation speeds.
Tip: You should use LFO1 for all permanent, automatic modulations because you
are able to delay its impact with its EG parameter. You can use LFO 2 for all real-time
modulations that you intend to access via ModWheel, aftertouch, or other controls
while playing.
• A keyboard assignment was set up as the source for modulation routing 4. This is
because all pitch, or pulse-width, modulations tend to cause a stronger detuning in the
lower ranges, while the middle and upper key zones feature the diffusion effect. When
using this parameter, you should initially adjust the lower ranges until an acceptable
amount of detuning (resulting from the modulation) is reached. When set, check
whether or not the modulations in the upper zones work to your satisfaction. Adjust
the relationship between intensity (Max) and scaling (Min) values.
The primary aim, however, is to have a little bit of “growl,” achieved through a short
wavetable push, as described in ES2 Slapped StratENV setting. This configuration is
set up in modulation routing 3 (oscillator 3 Wave moved by Envelope 1 Decay).
• Envelope 1 also affects the pitch of oscillator 2 against oscillator 3. This results in both
pitches clashing with each other, and also with the stable pitch of oscillator 1 in the
attack phase of the sound.
• The filter envelope design closes with a short stab in the attack phase, then reopens for
a slower crescendo phase.
• A further real-time crescendo has been assigned to the mod wheel, which also brings in
an overall pitch modulation, controlled by LFO 2.
Oscillators 1 and 3 are set to an initial start wave combination within their respective
Digiwave tables. You can modify these, if you wish, and start with a different combination
of Digiwaves from the outset.
Modulation 3 “drives” the wavetables of all three oscillators, via the mod wheel. You can
simultaneously scroll through the oscillator 1 and oscillator 3 wavetables, and change
oscillator 2 pulse width—by moving the mod wheel.
Try a careful, very slow movement of the mod wheel, and you’ll hear drastic changes within
the wave configuration. Each incremental position of the wheel offers a different digital pad
sound. Avoid rapid movements, or this can sound like an AM radio.
• An initial FM, using Filter 2 FM parameter, which you can redraw (set a negative
modulation amount for modulation routing 4 maximum) by moving the mod wheel
to its top position.
• Permanent FM (and another modulation setup, saved for a different assignment). You
can also switch off FM, if you consider its effect too dirty-sounding.
Real-time control is via aftertouch for a vibrato (modulation routing 10) and also for a slight
opening of the Cutoff to emphasize the modulation (modulation routing 9).
Wheelsyncer is a single-oscillator lead sound; all other oscillators are switched off.
Although oscillator 2 is the only one actively making any sound, it is directly dependent on
oscillator 1.
If you change oscillator 1 pitch or tuning, the overall pitch of the sound goes out of tune or
is transposed.
The pitch of oscillator 2 provides the tone-color (or the harmonics) for the sync sound.
Pitch changes are controlled by modulation routing 7—oscillator 2 pitch is assigned to the
mod wheel.
If you move the wheel, you can scroll through the spectrum of harmonics that have
been programmed—for real-time changes. Any modification here starts with the pitch of
oscillator 2 itself, which is set to 3 semitones below the overall pitch. Feel free to start with
a different pitch for oscillator 2; it won’t affect the tuning of the sound.
The next modification may be modulation routing 7 intensity (or the interval). The maximum
value has been chosen—if this is too extreme for your needs, feel free to reduce it.
Another modification lies in the tone color of the lead sound itself. oscillator 1 is switched
off, because the patch is OK as it is. If you switch it on, all oscillator 1 waveforms—
including Digiwaves, standard waveforms, or a sine wave (which can be further modulated
by FM)—are available for use.
All real-time controls are via the mod wheel, which is used for opening the filter on
modulation routing 6, a panning movement on modulation routing 8, and acceleration
of panning movement on modulation routing 9. If you have deeper modulation ambitions,
a similar setup is used for a Leslie speaker simulation in the Wheelrocker setting (see ES2
Wheelrocker setting).
If you’re new to synthesizers, see Synthesizer basics overview, which will introduce you to
the terminology and give you an overview of various synthesis systems and how they work.
If you’re new to using plug-ins in MainStage, see Add and remove plug-ins.
• Global parameters: The top section contains parameters that set the overall tuning of
EFM1. Further controls enable you to set the Glide (portamento) time, limit the number
of voices, and thicken the sound with Unison. See EFM1 global parameters.
• Modulator and Carrier parameters: The FM engine consists of the modulator and
carrier parameters (raised, darker sections), and the FM Intensity knob (in the center).
These are the key controls for setting the basic tone of EFM1. See EFM1 Modulator and
carrier overview.
• Modulation parameters: The modulation envelope and LFO at the top and bottom of the
mushroom-shaped area in the center respectively are used to animate the sound. See
EFM1 modulation parameters.
• Output parameters: The bottom section houses the Output section, which includes the
Sub Osc Level and Stereo Detune knobs that can be used to thicken the sound. The
volume envelope, Main Level, and Velocity controls are used to set the EFM1 level. See
EFM1 output parameters.
• Randomize parameters: The Randomize field and button in the lower-right corner are
used to create random variations of the current settings, resulting in new sounds. See
Create random EFM1 sounds.
• Extended parameters: Accessed by clicking the disclosure arrow at the lower left of
the interface, these parameters allow you to assign MIDI controllers to the FM Depth
and Vibrato parameters. See EFM1 extended parameters and EFM1 MIDI controller
assignments.
At the core of the EFM1 synthesis system is a multiwave modulator oscillator and a
sine wave carrier oscillator. The basic sine wave of the carrier oscillator is a pure,
characterless tone.
To make things more sonically interesting, you use the modulator oscillator to modulate the
frequency of the carrier oscillator. This modulation occurs in the audio range—you can hear
it—and results in a number of new harmonics becoming audible.
The pure sine wave of the carrier oscillator is combined with the newly generated
harmonics, making the sound more interesting.
Modulator parameters
• Harmonic knob: Set the tuning ratio between the modulator (left) and carrier (right)
oscillators. See Set the EFM1 tuning ratio.
• Fine knob: Adjust the tuning between two adjacent harmonics, as determined by the
Harmonic knobs of both oscillators. The range of this control is ±0.5 harmonic. In the
center (0) position, Fine tune does not have an effect. Click the “0” to center the Fine
tune knob. Depending on the amount of detuning, you will hear one of the following:
• New harmonic and inharmonic overtones if high detuning amounts are used.
• Wave knob: Choose a different waveform for the modulator oscillator. See Choose an
EFM1 modulator waveform.
Note: Although the technology behind it is very different, you could compare the
FM (Intensity) parameter with the Filter Cutoff parameter of an analog synthesizer.
Carrier parameters
• Harmonic knob: Set the tuning ratio between the modulator and carrier oscillators. See
Set the EFM1 tuning ratio.
• Fine knob: Adjust the tuning between two adjacent harmonics, as determined by the
Harmonic knobs of both oscillators. The range of this control is ±0.5 harmonic. In the
center (0) position, Fine tune does not have an effect. Click the “0” to center the Fine
tune knob. Depending on the amount of detuning, you will hear one of the following:
• New harmonic and inharmonic overtones if high detuning amounts are used.
• Fixed Carrier button: Disconnect the carrier frequency from keyboard, pitch bend, and
LFO modulations, resulting in a carrier tone that is free of these modulation sources.
You can tune the modulator and carrier to any of the first 32 harmonics. The tuning
relationship, or ratio, between the two significantly changes the base sound of EFM1,
and is best set by ear.
You use the Harmonic knobs to set the tuning ratio between the modulator (left) and
carrier (right) oscillators.
In general, even tuning ratios between the carrier and modulator tend to sound more
harmonic or musical, whereas odd ratios produce more inharmonic overtones—which
are great for bell and metallic sounds.
In this respect, you can view the tuning ratio as being somewhat like the waveform selector
of an analog synthesizer.
Note: The Harmonic and Fine tune knobs only affect the tuning relationship between
the carrier and modulator oscillators. These should not be confused with the global
Tune and Fine Tune parameters, which determine the overall tuning of EFM1 (see
EFM1 global parameters).
• Set the modulator and carrier to the first harmonic—a 1:1 ratio.
• Set the modulator to the second harmonic and the carrier to the first harmonic—a
2:1 ratio.
• If you turn the knob to the full-left position, the modulator produces a sine wave.
• If you turn the knob clockwise, you step—or fade—through a series of complex
digital waveforms.
Modulation parameters
• Modulation Envelope sliders: Control both the FM (Intensity) and Modulator pitch
parameters over time. The envelope is triggered every time a MIDI note is received.
• Attack slider: Set the time it takes to reach the maximum envelope level.
• Decay slider: Set the time it takes to reach the sustain level.
• Sustain slider: Set a level that is held until the MIDI note is released.
• Release slider: Set the time it takes to reach a level of 0, after the MIDI note has
been released.
• Modulator Pitch knob: Determine the impact of the modulation envelope on the pitch of
the modulator oscillator.
• If you turn the knob clockwise, you increase the effect of the modulation envelope.
If you turn the knob counterclockwise, you invert the effect of the modulation
envelope, as follows: the envelope slopes down during the attack phase and slopes
up during the decay and release time phases.
• If you click the “0” to center the Modulator Pitch knob, the envelope has no effect on
the pitch of the modulator oscillator.
• If you turn the knob clockwise, you increase the effect of the modulation envelope.
If you turn the knob counterclockwise, you invert the effect of the modulation
envelope, as follows: the envelope slopes down during the attack phase and
slopes up during the decay and release time phases.
• If you click the “0” to center the FM Depth knob, the envelope has no effect on
FM intensity.
• If you turn the LFO knob clockwise, you increase the effect of the LFO on
FM Intensity. If you turn the knob counterclockwise, you introduce a vibrato.
• If you click the “0” to center the LFO knob, the LFO has no effect.
Global parameters
• Transpose pop-up menu: Choose the base pitch. You can transpose by semitones
or octaves.
• Tune field: Fine-tune the pitch in cents. One cent is 1/100 of a semitone.
• Voices pop-up menu: Choose the number of simultaneously playable voices. Choose
from: mono (one voice), legato (one voice), or any number from 2 to 16 voices.
• In Mono mode, staccato playing retriggers the envelope generators every time a new
note is played. If you play in a legato style (play a new key while holding another),
the envelope generators are triggered only for the first note you play legato, then
they continue their curve until you release the last legato played key.
• Legato mode is also monophonic, but with one difference: the envelope generators
are retriggered only if you play staccato—releasing each key before playing a new
key. If you play in a legato style, envelopes are not retriggered.
• Glide field: Introduce a continuous pitch bend between two consecutively played notes.
Adjust the value to set the time required for the pitch to travel from the last played note
to the next.
Note: Glide can be used in both of the monophonic modes—Mono and Legato—or in any
of the polyphonic settings—where Voices is set from 2 to 16.
Output parameters
• Sub Osc Level knob: Introduce a sub-oscillator signal that enhances bass response.
EFM1 features a sine wave sub-oscillator. This operates one octave below the
FM engine, as determined by the Transpose parameter. Increase the Sub Osc Level
control to mix the sub-oscillator sine wave with the FM engine output.
• Stereo Detune knob: Add a chorus-like effect to the sound. This is achieved by doubling
the EFM1 voice with a secondary, detuned FM engine. High values result in a wide
stereo effect being added to the detuning, thus increasing the perceived space and
width of your sound.
Note: It is possible that mono compatibility could be lost with use of this parameter.
• Volume Envelope: Shapes the level of the sound over time. The volume envelope is
triggered every time a MIDI note is received.
• Attack slider: Set the time it takes to reach the maximum volume level.
• Decay slider: Set the time it takes to reach the sustain level.
• Sustain slider: Set a level that is held until the MIDI note is released.
• Release slider: Set the time required to reach a level of zero, after the MIDI note has
been released.
• Velocity knob: Determine the sensitivity to incoming MIDI velocity messages. EFM1
dynamically reacts to MIDI velocity—harder playing results in a brighter and louder
sound. Set the Velocity control all the way to the left—counterclockwise—if you don’t
want EFM1 to respond to velocity.
This feature is ideal for creating subtle variations of a particular sound or for creating
totally new sounds. It is useful when getting started with FM synthesis.
Randomize parameters
• Randomize button: Create a new sound by randomizing multiple parameters.
You can click multiple times. Save your settings as you go if you generate a sound you
want to keep.
If you want to only randomly “tweak” the current sound, use values below 10%. Use
higher values to radically change the sound with each click.
Extended parameters
• MIDI Mono Mode pop-up menu: Choose Off, On (with common base channel 1), or On
(with common base channel 16).
In either mode, each voice receives on a different MIDI channel. Controllers and MIDI
messages sent on the base channel affect all voices.
The chosen pitch bend range affects individual note pitch bend messages received on
all but the common base channel. The default is 48 semitones, which is compatible
with the GarageBand for iOS keyboard in pitch mode. When using a MIDI guitar, 24
semitones is the preferable setting because most guitar to MIDI converters use this
range by default.
• FM Amount
• Vibrato
Note: EFM1 also responds to MIDI pitch bend data. Pitch bend is hard-wired to the overall
pitch of EFM1.
2. Choose the controller name or number from the Ctrl FM or Ctrl Vibrato pop-up menu.
3. Set the FM or vibrato amount using the slider below the pop-up menu.
ES E overview in MainStage
The eight-voice ES E (ES Ensemble) synthesizer is ideal for quickly creating warm, rich pad
and ensemble sounds.
If you’re new to synthesizers, see Synthesizer basics overview, which will introduce you
to the terminology and give you an overview of different synthesis methods and how
they work.
If you’re new to using plug-ins in MainStage, see Add and remove plug-ins.
• Oscillator parameters: The oscillator Wave and Octave parameters are shown in the area
to the left. The oscillator generates the waveforms that form the basis of your sound.
See ES E oscillator parameters.
• LFO parameters: The LFO parameters (below the Wave knob) are used to modulate the
sound. See ES E LFO parameters.
• Envelope parameters: The area to the right of the filter parameters contains the
envelope parameters, which control the level of the sound over time. See ES E
envelope parameters.
• Output parameters: The area at the extreme right houses the switches for the integrated
modulation effects and the Volume knob, which is responsible for the main output level.
The effects can be used to color or thicken the sound. See ES E output parameters.
• Extended parameters: Not shown in the image, the extended parameters are accessed
by clicking the triangle at the lower left of the interface. These parameters include bend
and tuning functions. See ES E extended parameters.
Oscillator parameters
• Wave knob: Select the waveform of the oscillator, which is responsible for the basic
color of the tone. The leftmost setting of the Wave parameter causes the oscillators
to output sawtooth signals. Across the remaining range, the oscillators output pulse
waves, with the average pulse width determined by the Wave parameter position.
• If Wave is set to sawtooth, the LFO modulates the frequency of the waveform, resulting
in a vibrato or siren effect—depending on the LFO speed and intensity.
• If Wave is set to a pulse wave, the LFO modulates the waveform pulse width—pulse
width modulation (PWM).
LFO parameters
• Vib/PWM knob: Define the intensity of LFO modulation.
Note: When the pulse width becomes very narrow, the signal sounds as if it is being
interrupted—“breaking up.” Given this potential artifact, set the PWM intensity with
care. Set the Wave parameter to the 12 o’clock position (50% rectangular) for pulse
width to attain the maximum modulation range.
• Resonance knob: Boost or cut portions of the signal that surround the frequency
defined by the Cutoff parameter.
• AR Int knob: Set the amount (depth) of cutoff frequency modulation applied by the
envelope generator.
Note: ES E provides one envelope generator per voice, offering Attack and Release (AR)
parameters (see ES E envelope parameters).
• Velo Filter knob: Set the velocity sensitivity of the cutoff frequency modulation applied
by the envelope generator.
Envelope parameters
• Attack slider: Set the time required for the signal to reach the initial signal level, known
as the sustain level.
• Release slider: Set the time it takes for the signal to fall from the sustain level to a level
of zero.
Output Parameters
• Volume knob: Set the overall output level.
• Velo Volume knob: Set the amount (depth) of velocity sensitivity to incoming MIDI note
events. When set to higher values, each note is louder, if struck more firmly. At lower
values, the dynamic response is reduced, so that there is little difference when you play
a note pianissimo (soft) or forte (loud/hard).
• Chorus I and II/Ensemble buttons: Turn effect variations on or off. If no button is active,
the effects processor is turned off.
• Ensemble has a fuller and richer sound, due to a more complex modulation routing.
Extended parameters
• Bend Up slider: Set the positive—upward—pitch bend range in semitone steps. This
allows you to use the pitch bend controller of your keyboard to bend the ES E pitch.
• Bend Down slider: Set the negative—downward—pitch bend range in semitone steps, by
up to 2 octaves—a value of 24.
• Tune slider: Tune the instrument sound in cents. A cent is 1/100 of a semitone.
ES M overview in MainStage
The monophonic ES M (ES Mono) synthesizer is a good starting point if you’re looking for
bass sounds that punch through your mix.
ES M features an automatic fingered portamento mode, making bass slides easy. It also
provides an automatic filter compensation circuit that delivers rich, creamy basses, even
when you use higher resonance values.
If you’re new to synthesizers, see Synthesizer basics overview, which will introduce you
to the terminology and give you an overview of different synthesis methods and how
they work.
If you’re new to using plug-ins in MainStage, see Add and remove plug-ins.
• Oscillator parameters: The oscillator Mix and Octave parameters are shown in the area
to the left. The oscillator generates the basic waveforms that form the basis of your
sound. See ES M oscillator parameters.
• Filter and filter envelope parameters: The section to the right of the Oscillator
parameters includes the Cutoff (frequency) and Resonance knobs. The filter is used
to contour the waveforms sent from the oscillators. The filter envelope parameters are
found toward the upper right. These control the filter cutoff over time. See ES M filter
and filter envelope.
• Output parameters: The angle-shaped area to the lower right contains the level
envelope and output parameters, which control the level of the sound over time.
The Overdrive knob is located near the right edge of the interface, halfway up. The
Overdrive can be used to color or add bite to the sound. See ES M envelope and
output controls.
• Extended parameters: Not shown in the image, the extended parameters are accessed
by clicking the triangle at the lower left of the interface. These parameters include bend
and tuning functions. See ES M extended parameters.
ES M oscillators in MainStage
The synthesizer oscillator is used to generate a waveform, which is then sent to other parts
of the synthesizer engine for processing or manipulation.
Oscillator parameters
• Mix knob: Set the waveform of the oscillator, which is responsible for the basic color of
the tone.
• Setting the Wave parameter all the way to the left causes the oscillator to output
sawtooth signals.
• Setting the Wave parameter all the way to the right outputs a 50% rectangular wave,
which is heard one octave below the sawtooth.
• For any Wave setting between these extreme positions, the oscillator outputs a
crossfaded mix of the two waveforms.
• Glide knob: Introduce a continuous pitch bend between two consecutively played notes.
Adjust the value to set the time required for the pitch to travel from the last played note
to the next. At a value of 0, no glide effect occurs.
Note: The ES M always works in a fingered portamento mode, with notes played in a
legato style resulting in a glide—portamento—from pitch to pitch.
• Resonance knob: Boost or cut portions of the signal that surround the frequency
defined by the cutoff parameter.
• Int knob: Define the amount (depth) of cutoff frequency modulation applied by the
envelope generator.
• Velo knob: Set the velocity sensitivity of the cutoff frequency modulation applied by the
envelope generator.
Note: The Decay and Velo parameters have no effect if Int is set to 0.
Important: To avoid hurting your ears or damaging your speakers, consider turning
down the Volume level before setting Overdrive to a high value; then turn it up gradually.
Extended parameters
• Pitch Bend Up slider: Set the upward pitch bend range in semitone steps. This lets you
use the pitch bend controller of your keyboard to bend the ES M pitch.
• Pitch Bend Down slider: Set the downward pitch bend range in semitone steps by up to
2 octaves (a value of 24).
• Tune slider: Tune the instrument in cents. One cent is 1/100 of a semitone.
ES P overview in MainStage
The eight-voice ES P (ES Poly) emulates classic polyphonic synthesizers of the 1980s.
If you’re new to synthesizers, see Synthesizer basics overview, which will introduce you
to the terminology and give you an overview of different synthesis methods and how
they work.
If you’re new to using plug-ins in MainStage, see Add and remove plug-ins.
• Oscillator parameters: The oscillator sliders are shown in the area to the left. The octave
parameters are also found in this section. The oscillators generate the basic waveforms
that form the basis of your sound. See ES P oscillator parameters.
• LFO parameters: The LFO parameters (to the right of the oscillator parameters) are
used to modulate the sound. See ES P LFO parameters.
• Envelope and level parameters: The area to the right of the filter parameters contains
the envelope and level parameters, which control the level of the sound over time. See
ES P envelope and level controls.
• Effect parameters: The area at the extreme right contains the Chorus and Overdrive
parameters. These can be used to color or thicken the sound. See Integrated ES P
effects processor.
• Extended parameters: Not shown in the image, the extended parameters are accessed
by clicking the disclosure arrow at the lower left of the interface. These parameters
include bend and tuning functions. See ES P extended parameters.
In addition to triangular, sawtooth, and rectangular waves, the rectangular waves of two
sub-oscillators are also available. The left sub-oscillator fader is one octave lower than the
main oscillators, and the right sub-oscillator fader is two octaves lower. Use these to fatten
up the sound.
Oscillator parameters
• Triangle oscillator slider: Set the level of the triangle waveform output by the oscillators.
• Sawtooth oscillator slider: Set the level of the sawtooth waveform output by
the oscillators.
• Rectangle oscillator slider: Set the level of the rectangle waveform output by the
oscillators. The pulse width is fixed at 50%.
• Noise generator slider: Set the level of white noise. This is the raw material for classic
synthesizer sound effects, such as waves, wind, and helicopters.
LFO parameters
• Vib/Wah knob: Turn to the left to set a vibrato; turn to the right to cyclically modulate
the filter.
• Speed knob: Set the rate of the vibrato or cutoff frequency modulation.
Filter parameters
• Frequency knob: Set the cutoff frequency of the lowpass filter.
• Resonance knob: Boost or cut portions of the signal that surround the frequency
defined by the frequency knob.
• 1/3, 2/3, and 3/3 buttons: The cutoff frequency can be modulated by MIDI note
number (keyboard position); you may know this parameter as keyboard follow on other
synthesizers. Choose 1/3, 2/3, or full-keyboard follow (3/3). If no button is active, the
key you strike won’t affect the cutoff frequency. This makes the lower notes sound
relatively brighter than the higher ones. If you choose 3/3, the filter follows the pitch,
resulting in a constant relationship between cutoff frequency and pitch. This is typical
of many acoustic instruments where higher notes sound both brighter in tone and
higher in pitch.
• ADSR Int knob: Define the amount (depth) of cutoff frequency modulation applied by
the envelope generator. (See ES P envelope and level controls.)
• Velo Filter knob: Set the velocity sensitivity of the cutoff frequency modulation applied
by the envelope generator. The main envelope generator (ADSR) modulates the cutoff
frequency over the duration of a note. The intensity of this modulation can respond to
velocity information. If you play pianissimo (velocity = 1), the modulation is minimal. If
you strike with the hardest fortissimo (velocity = 127), the modulation is more intense.
• Decay slider: Set the time it takes for the signal to fall from the attack level to the
sustain level.
• Release slider: Set the time it takes for the signal to fall from the sustain level to a level
of zero.
• Velo Volume knob: Set the amount (depth) of velocity sensitivity to incoming MIDI
note events. At higher values, each note is louder if struck harder. At lower values,
the dynamic response is reduced, so that there is little difference when you play a
note pianissimo (soft) or forte (loud/hard).
• VCA Mode buttons (Controls view): Click ADSR to control the amplifier with the
ADSR envelope generator. Click Gate to output a constant organ-like tone when a
key is played.
ES P effect parameters
• Chorus knob: Set the intensity (depth) of the integrated chorus effect.
Important: To avoid hurting your ears or damaging your speakers, consider turning
down the Volume level before setting Overdrive to a high value; then turn it up gradually.
• Bend Up slider: Set the upward pitch bend range in semitone steps. This allows you to
use the pitch bend controller of your keyboard to bend the ES P pitch.
• Bend Down slider: Set the downward pitch bend range in semitone steps, by up to
2 octaves (a value of 24).
• Tune slider: Tune the instrument in cents. One cent is 1/100 of a semitone.
It can create classic vocoder sounds, made famous by groups such as Kraftwerk during
the 1970s and 1980s. Vocoding remains popular in current electronic, hip-hop, R & B, and
other music styles.
When you play notes and chords with your MIDI keyboard, the internal synthesizer “sings”
at the pitches of incoming MIDI notes, but with the articulations—level changes, vowel and
consonant sounds—of the incoming audio signal. This results in the classic “singing robot”
or “synthetic voice” sounds that vocoders are mainly known for.
EVOC 20 PS can also be used as a synthesizer, or it can be used for more subtle effects
processing—such as the creation of relatively natural-sounding vocal harmonies from a
solo voice performance. Not limited to vocal processing, you can also achieve interesting
results by processing other audio material, such as drum or instrument loops.
To use EVOC 20 PS, you need to insert it into the Instrument slot of an instrument
channel strip. You also need to provide an audio signal as the analysis audio source,
via a side chain.
If you’re new to using plug-ins in MainStage, see Add and remove plug-ins.
2. Choose an input source from the Analysis Input pop-up menu in the plug-in header. This
can be an audio track, live input, or bus, depending on the host application.
EVOC 20 PS is now ready to accept incoming MIDI data and has been assigned to an
input, audio track, or bus—via a side chain.
3. If applicable to your host application and needs, mute the audio track serving as the
side chain input, start playback, and play your MIDI keyboard.
5. To further enhance the sound, adjust the knobs, sliders, and other controls, and insert
other effect plug-ins.
Vocoder basics
The word vocoder is an abbreviation for voice encoder. A vocoder analyzes and transfers
the sonic character of the audio signal arriving at its analysis input to synthesizer sound
generators. The result of this process is heard at the output of the vocoder.
The classic vocoder sound uses speech as the analysis signal and a synthesizer sound as
the synthesis signal. This sound was popularized in the late 1970s and early 1980s. You
may be familiar with tracks such as “O Superman” by Laurie Anderson, “Funkytown” by
Lipps Inc., and numerous Kraftwerk pieces—such as “Autobahn,” “Europe Endless,” “The
Robots,” and “Computer World.”
In addition to these “singing robot” sounds, vocoding has also been used in many films—
such as with the Cylons in Battlestar Galactica, and most famously, with the voice of Darth
Vader from the Star Wars saga. See Vocoder history.
Vocoding, as a process, is not strictly limited to vocal performances. You could use a drum
loop as the analysis signal to shape a string ensemble sound arriving at the synthesis input.
The speech analyzer and synthesizer features of a vocoder are two bandpass filter banks.
Bandpass filters allow a frequency band—a slice in the overall frequency spectrum—to pass
through unchanged. Frequencies that fall outside the band are cut.
In the EVOC 20 plug-ins, these filter banks are named the analysis and synthesis banks.
Each filter bank has a matching number of corresponding bands—if the analysis filter bank
has five bands (1, 2, 3, 4, and 5), there is a corresponding set of five bands in the synthesis
filter bank. Band 1 in the analysis bank is matched to band 1 in the synthesis bank, band 2
to band 2, and so on.
The audio signal arriving at the analysis input passes through the analysis filter bank,
where it is divided into bands.
An envelope follower is coupled to each filter band. The envelope follower of each band
tracks, or follows, volume changes in the audio source—or, more specifically, the portion of
the audio that has been allowed to pass by the associated bandpass filter. In this way, the
envelope follower of each band generates dynamic control signals.
The more bands a vocoder offers, the more precisely the original sound character is
reproduced by the synthesis filter bank. EVOC 20 PS provides up to 20 bands per bank.
See EVOC 20 block diagram for a detailed image of the EVOC 20 PS signal path.
• Sidechain Analysis parameters: Determine how the input signal is analyzed and used by
the EVOC 20 PS. See EVOC 20 PS analysis controls.
• U/V Detection parameters: Detect the unvoiced portions of the sound in the analysis
signal, improving speech intelligibility. See EVOC 20 PS (U/V) detection.
• Formant Filter parameters: Configure the analysis and synthesis filter banks. See
EVOC 20 PS formant filter.
• Modulation parameters: Modulate the synthesizer and filter banks—through two LFOs.
See EVOC 20 PS modulation.
• Output parameters: Configure the output signal of the EVOC 20 PS. See EVOC 20 PS
output parameters.
• Release knob: Determine how quickly each envelope follower—coupled to each analysis
filter band—reacts to falling signal levels. Longer release times cause the analysis input
signal transients to sustain for a longer period at the vocoder output. A long release
time on percussive input signals—a spoken word or hi-hat part, for example—will
translate into a less articulated vocoder effect. Use of extremely short release times
results in rough, grainy vocoder sounds. Release values of around 8 to 10 milliseconds
are useful starting points.
• Freeze button: Turn on to hold, or freeze, the current analysis sound spectrum
indefinitely. When Freeze is enabled, the analysis filter bank ignores the input source,
and the Attack and Release knobs have no effect.
• Bands field: Drag to set the number of frequency bands (up to 20) used by the
filter banks.
• If you are using a spoken word pattern as a source, the Freeze button could capture the
attack or tail phase of an individual word within the pattern—the vowel a, for example.
• People cannot sustain sung notes indefinitely. To compensate for this human limitation,
use the Freeze button. If the synthesis signal needs to be sustained but the analysis
source signal—a vocal part—is not sustained, use the Freeze button to lock the current
formant levels of a sung note, even during gaps in the vocal part, between words in
a vocal phrase. The Freeze parameter can be automated, which may be useful in
this situation.
• In MainStage, click the Freeze button to hold, or sustain, the sound spectrum of the
analysis input signal.
The greater the number of frequency bands, the more precisely the sound can be
reshaped. As the number of bands is reduced, the source signal frequency range is
divided up into fewer bands, and the resulting sound is formed with less precision by
the synthesis engine. You may find that a good compromise between sonic precision—
allowing incoming signals such as speech and vocals to remain intelligible—and
resource usage is around 10 to 15 bands.
If speech containing voiced and unvoiced sounds is used as a vocoder analysis signal but
the synthesis engine doesn’t differentiate between voiced and unvoiced sounds, the result
sounds rather weak. To avoid this problem, the synthesis section of the vocoder must
produce different sounds for the voiced and unvoiced parts of the signal.
A formant is a peak in the frequency spectrum of a sound. In the context of human voices,
formants are the key component that enables humans to distinguish between different
vowel sounds—based purely on the frequency of the sounds. Formants in human speech
and singing are produced by the vocal tract, with most vowel sounds containing four or
more formants.
• Mode pop-up menu: Choose the sound source used to replace the unvoiced content in
the input signal.
• Noise: Uses noise alone for the unvoiced portions of the sound.
• Noise + Synth: Uses noise and the synthesizer for the unvoiced portions of
the sound.
• Blend: Uses the analysis signal after it has passed through a highpass filter for the
unvoiced portions of the sound. The Sensitivity parameter has no effect when this
setting is used.
• U/V Level knob: Set the volume of the signal used to replace the unvoiced content in the
input signal.
Important: Take care with the Level knob, particularly when a high Sensitivity value is
used, to avoid internally overloading EVOC 20 PS.
Synthesis parameters
• Oscillator parameters: Determine the basic waveforms for the synthesis engine of
EVOC 20 PS. See EVOC 20 PS oscillators overview.
• Tuning and Pitch parameters: Control the overall tuning of the synthesizer, and aspects
such as pitch bend and portamento. See EVOC 20 PS tuning and pitch controls.
• Filter parameters: Shape the basic waveforms of the oscillators. See EVOC 20 PS filters.
• Envelope parameters: Control the level of the attack and release phases of the
synthesizer sound. See EVOC 20 PS envelopes.
• Global parameters: Determine the keyboard mode and number of voices used by
EVOC 20 PS. (The Global parameters are located at the top left of the interface.) See
EVOC 20 PS global parameters.
Each mode subtly changes the parameters shown in the oscillator section.
• Wave 1 and Wave 2 fields: Choose the waveform type for oscillators 1 and 2. There are
50 single-cycle digital waveforms with different sonic characteristics.
• Detune field: Fine-tune both oscillators in cents. One hundred cents equals one
semitone step.
• Balance slider: Set the level balance between the two oscillator signals.
• Ratio fine field: Drag to adjust the frequency ratio between oscillator 2 and oscillator 1
in cents. One hundred cents equals one semitone step.
• FM Int slider: Drag to determine the intensity of modulation. Higher values result in a
more complex waveform with more overtones.
Important: The noise generator in the oscillator section is independent of the noise
generator in the U/V detection area. For further information about voiced and unvoiced
signals, see EVOC 20 PS (U/V) detection.
• Color knob: Set the timbre of the noise signal. Turn full-left to hear white noise. Turn
full-right to hear blue noise (high-passed noise). White noise has traditionally been
used to create wind and rain sound effects. It has the same energy in each frequency
interval. Blue noise sounds brighter, because its bass portion is suppressed by a
highpass filter.
Tip: Set Color to the full-right position and Level to a very low value to achieve a
lively and fresh synthesis signal.
• Analog knob: Set the amount of random pitch detuning. Analog simulates the instability
of analog circuitry found in vintage vocoders by randomly altering the pitch of each
note. This behavior is much like that of polyphonic analog synthesizers.
• Glide knob: Determine the time it takes for the pitch to slide from one note to another—
portamento. Also see EVOC 20 PS global parameters for information about mono and
legato mode.
• Bend Range field: Determine the pitch bend modulation range, in semitone steps.
• Resonance knob: Boost or cut the signal portion that surrounds the frequency defined
by the cutoff knob.
Tip: Set cutoff as high as possible, then adjust resonance to achieve a brighter high-
end signal. This is useful for achieving better speech intelligibility.
Envelope parameters
• Attack slider: Set the time it takes for the oscillators to reach their maximum level.
• Release slider: Set the time required for the oscillators to reach their minimum level,
after the keys have been released.
Global parameters
• Poly/Mono/Legato buttons: Determine the keyboard mode.
• When Poly is on, you can set the maximum number of voices in the Voices field.
(When Mono or Legato is on, a single voice is heard.)
• When Mono is on, Glide is always active and the envelopes are retriggered by every
note played (multi trigger behavior).
• When Legato is on, Glide is active only on tied notes. Envelopes are not retriggered
when tied notes are played (single trigger behavior). See EVOC 20 PS tuning and
pitch controls.
• Voices field: Set the maximum number of voices in the numeric field (only when Poly is
turned on).
• In Unison/Poly mode—where both the Unison and Poly buttons are active—each
voice is doubled. This cuts polyphony in half (to a maximum of eight voices, shown
in the Voices field). The doubled voices are detuned by the amount defined with the
Analog knob.
• In Unison/Mono mode—where both the Unison and Mono or Legato buttons are
active—up to 16 voices can be stacked and played monophonically. The Voices
field displays the number of stacked voices that are heard.
The Formant Filter display is divided in two by a horizontal line. The upper half applies to
the Analysis section and the lower half to the Synthesis section. Parameter changes are
instantly reflected in the Formant Filter display, thus providing invaluable feedback about
what is happening to the signal as it is routed through the two formant filter banks.
• The length of the horizontal blue bar at the top represents the frequency range
for both analysis and synthesis (unless Formant Stretch or Formant Shift is used).
You can move the entire frequency range by dragging the blue bar. The silver
handles on either end of the blue bar set the Low Frequency and High Frequency
values, respectively.
• You can also drag vertically in the numeric fields to adjust the Low and High
frequency values.
• Lowest and Highest buttons: Click to determine whether the lowest and highest filter
bands act as bandpass filters or whether they act as lowpass or highpass filters.
• Lowest button: Determine whether the lowest filter band acts as a bandpass or
highpass filter. In bandpass mode, the frequencies above and below the lowest band
are ignored. In highpass mode, all frequencies below the lowest band are filtered.
• Highest button: Determine whether the lowest filter band acts as a bandpass or
lowpass filter. In bandpass mode, the frequencies above and below the highest band
are ignored. In lowpass mode, all frequencies above the highest band are filtered.
• Resonance knob: Determine the basic sonic character of the vocoder. Low settings result
in a softer character; high settings result in a sharper character. Technically, increasing
the Resonance value emphasizes the middle frequency of each frequency band.
• Formant Stretch knob: Change the width and distribution of all bands in the synthesis
filter bank. This can be a broader or narrower frequency range than that defined by the
Low and High Frequency parameters.
• When Formant Stretch is set to 0, the width and distribution of the bands in the
synthesis filter bank match the width of the bands in the analysis filter bank.
Low values narrow the width of each band in the synthesis filter bank, whereas
high values widen the bands. The control range is expressed as a ratio of the
overall bandwidth.
• Formant Shift knob: Move all bands in the synthesis filter bank up or down the
frequency spectrum.
• When Formant Shift is set to 0, the positions of the bands in the synthesis filter bank
match the positions of the bands in the analysis filter bank. Positive values move
the synthesis filter bank bands up in frequency, whereas negative values move them
down—in respect to the analysis filter bank band positions.
When combined, Formant Stretch and Formant Shift alter the formant structure of the
resulting vocoder sound, which can lead to interesting timbral changes. For example,
using speech signals and tuning Formant Shift up results in “Mickey Mouse” effects.
Formant Stretch and Formant Shift are also useful if the frequency spectrum of the
synthesis signal does not complement the frequency spectrum of the analysis signal.
You could create a synthesis signal in the high-frequency range from an analysis signal
that mainly modulates the sound in a lower-frequency range, for example.
Note: The use of the Formant Stretch and the Formant Shift parameters can result in the
generation of unusual resonant frequencies when high Resonance settings are used.
• The Pitch LFO controls pitch modulation of the oscillators, enabling you to produce
vibrato effects.
• The Shift LFO controls the Formant Shift parameter of the synthesis filter bank,
enabling you to produce dynamic phasing-like effects.
Modulation parameters
• Int via Whl slider: Set the intensity of LFO pitch modulation. The right half of the slider
determines the intensity when the modulation wheel is set to its maximum value; the left
half determines the intensity when the wheel is set to its minimum value. By dragging
the area between the two slider segments, you can simultaneously move both. This
parameter is permanently assigned to the modulation wheel of your MIDI keyboard, or
corresponding MIDI data.
• Rate knobs and fields: Set the speed of modulation. Values to the left (of the centered
position) are synchronized with the host application tempo. These include bar
values, triplet values, and so on. Values to the right (of the centered position) are
nonsynchronized, and are displayed in hertz—cycles per second.
Note: The ability to use synchronous bar values could be used to perform a formant
shift every four bars on a cycled one-bar percussion part, for example. Alternatively,
you could perform the same formant shift on every eighth-note triplet within the same
part. Either method can generate interesting results and lead to new ideas, or add life
to existing audio material.
• Waveform buttons: Set the waveform type used by the Pitch LFO (left column) or the
Shift LFO (right column). You can choose from the following waveforms for each LFO:
• Triangle
• Falling and rising sawtooth
• Square up from zero (unipolar, good for changing between two definable pitches)
• Intensity slider: Define the amount of formant shift modulation by the Shift LFO.
Output parameters
• Signal pop-up menu: Choose the signal that is sent to the main outputs.
Note: The last two settings are mainly useful for monitoring purposes.
• Ensemble buttons: Turn the ensemble effect on or off and determine the type of sound.
• Stereo Width knob: Distribute the output signals of the Synthesis section filter bands in
the stereo field.
• At the 0 position to the left, the outputs of all bands are centered.
• At the centered position, the outputs of all bands ascend from left to right.
• At the Full position to the right, the bands are output—alternately—to the left and
right channels.
Achieving a great “classic” vocoder effect requires both the analysis and synthesis
signals to be of excellent quality, and it also requires care to be taken with the vocoder
parameters. These tips can help you achieve the best possible results.
• The less the level changes, the better the intelligibility of the vocoder. You should
therefore compress the analysis signal in most cases.
• Due to the way human hearing works, the intelligibility of speech is highly dependent
on the presence of high-frequency content. To aid in keeping speech clear, consider
using equalization to boost or cut particular frequencies in analysis signals before you
process them.
• If the analysis signal consists of vocals or speech, a simple shelving filter should
be sufficient to boost the high-mid and treble range, which is important for
speech intelligibility.
• If the synthesis signal lacks treble energy, it can be generated with a distortion effect.
The Release parameter defines the time it takes for a given synthesis frequency band to
decrease in level if the signal level of the respective analysis band decreases abruptly. The
sound is smoother when band levels decrease slowly. To achieve this smoother character,
use higher Release values in the Analysis section. Take care to avoid setting an over-long
release time, because this can result in a less distinct, washy sound. Use short Attack
values when a fast reaction to incoming signals is required.
If the analysis signal is compressed as recommended, the level of breath, rumble, and
background noise rises. These unwanted signals can cause the vocoder bands to open
unintentionally. To eliminate these artifacts, use a noise gate before using compression
and boosting the treble frequencies. If the analysis signal is gated appropriately, you may
be able to reduce the (Analysis) Release value.
Unwanted triggering by low or high frequency noise is avoided by the dedicated sidechain
filters of the Noise Gate plug-in.
• The spectra of the analysis and synthesis signals should almost completely overlap.
Coupling low male voices with synthesis signals in the treble range doesn’t work well.
• The synthesis signal must be constantly sustained, without breaks. The incoming side
chain signal should be played or sung legato, because breaks in the synthesis signal
stop the vocoder output. Alternatively, the Release parameter of the synthesis signal—
not the Release time of the Analysis section—can be set to a longer time. You can also
achieve nice effects by using a reverberation signal as a synthesis signal. Note that the
two latter methods can lead to harmonic overlaps.
• Do not overdrive the vocoder. This can happen easily, and distortion can occur.
• You can freely set Formant parameters. Shifting, stretching, or compressing the
formants has a minimal effect on the intelligibility of speech, as does the number of
frequency bands. The reason for this is due to the human ability to differentiate the
voices of children, women, and men, whose skulls and throats vary. Such physical
differences cause variations in the formants that make up their voices. Human
perception, or recognition, of speech is based on an analysis of the relationships
between these formants. In the EVOC 20 plug-ins, these relationships are maintained
even when extreme formant settings are used.
Homer Dudley, a research physicist at Bell Laboratories in New Jersey, developed the
vocoder (short for voice encoder) as a research machine. It was originally designed to
test compression schemes for the secure transmission of voice signals over copper
phone lines.
• Vocoder speech synthesizer: A voice modeler, this valve-driven machine was played by
a human operator. It had two keyboards, buttons to recreate consonants, a pedal for
oscillator frequency control, and a wrist-bar to switch vowel sounds on and off.
The analyzer detected the energy levels of successive sound samples, measured over
the entire audio frequency spectrum via a series of narrow band filters. The results of
this analysis could be viewed graphically as functions of frequency against time.
The synthesizer reversed the process by scanning the data from the analyzer and
supplying the results to a number of analytical filters, hooked up to a noise generator.
This combination produced sounds.
In World War II, the vocoder (known then as the voice encoder) proved to be of crucial
importance, scrambling the transoceanic conversations between Winston Churchill and
Franklin Delano Roosevelt.
In 1960, the Siemens Synthesizer was developed in Munich. Among its many oscillators and
filters, it included a valve-based vocoding circuit.
In 1967, a company called Sylvania created a number of digital machines that used time-
based analysis of input signals, rather than bandpass filter analysis.
In 1971, after studying Dudley’s unit, Bob Moog and Wendy Carlos modified a number of
synthesizer modules to create their own vocoder for the Clockwork Orange soundtrack.
Sennheiser released the VMS 201 in 1977, and EMS released the EMS 2000, which was a
cut-down version of its older sibling.
The late 1970s and early 1980s were the heyday of the vocoder. Artists who used them
included ELO, Pink Floyd, Eurythmics, Tangerine Dream, Telex, David Bowie, Kate Bush,
and many more.
On the production side, vocoders could—and can still—be picked up cheaply in the form of
kits from electronics stores.
From 1980 to the present, EMS in the UK, Synton in Holland, and PAiA in the USA have
been—and remain—the main flyers of the vocoding flag.
In 1996, Doepfer in Germany and Music and More joined the vocoder-producing fraternity.
From the late 1990s to the present, a number of standalone and integrated software-based
vocoders—like the EVOC 20—have appeared.
You can use Playback to jump to song sections and repeat them. If you assign multiple
instances to groups, each song section can include multiple stems, which expands the
possibilities for live remixing of your audio. These and other features make the Playback
plug-in a flexible, powerful, creative tool, both in the studio and in live performance.
If you’re new to using plug-ins in MainStage, see Add and remove plug-ins.
Where you add an instance of the Playback plug-in depends on how you want to use it.
If you want to play back an audio file while you play a single patch, you can add it to the
patch. If you add a Playback plug-in at the set level, you can select different patches in
the set and have the audio file continue playing. This can be useful, for example, if the set
includes all the patches you use in a song, and the Playback plug-in plays an audio file with
a backing track for the song. If you add a Playback plug-in at the concert level, you can
select different patches in the concert and have the audio file continue playing. Being able
to use the plug-in at any level gives you a great deal of creative freedom in how you use it.
Each instance of the plug-in can play one audio file. You can use audio files in a variety
of file formats, including AIFF, WAVE, and CAF. You can play audio files containing marker
information, including files exported (bounced) from Logic Pro for Mac and Apple Loops,
and shift playback to markers located at different time positions in the audio file.
There are two ways to add a Playback plug-in: by dragging an audio file to the Channel
Strips area or from the Instrument slot on a channel strip. When you add multiple Playback
plug-ins by dragging audio files to the Channel Strips area, the newly added plug-ins are
all assigned to the same group.
2. Drag an audio file from the Finder to the space between channel strips in the Channel
Strips area.
A black line appears between the channel strips, and the pointer becomes an Add File
pointer as a new channel strip is created. The new channel strip contains a Playback
plug-in with the audio file you dragged to the Channel Strips area.
2. In the Channel Strip dialog for the new channel strip, select Software Instrument as the
type. Leave other settings at their default values, or change them to suit your setup.
A new software instrument channel strip appears in the Channel Strips area.
3. In the I/O section of the channel strip, click the Instrument slot, choose Playback from
the menu, then choose either Mono or Stereo from the submenu.
The Playback plug-in is added to the channel strip, and the plug-in window appears
over the MainStage window.
• Waveform display: The waveform display shows the waveform of the currently
loaded audio file, the current playback position, and the ruler. See Use the Playback
waveform display.
• Transport and function buttons: The transport and function buttons appear on either
side of the information display in the silver bar below the waveform display. See
Playback transport and function buttons.
• Information display: The information display shows the current playback position and
audio file length, meter, tempo, fade time, and pitch. See Playback information display.
• Sync, Snap To, and Play From pop-up menus: The bar across the bottom of the
Playback window contains controls you use to set playback behavior: the Sync,
Snap To, Play From, and Group pop-up menus. See Playback Sync, Snap To, and Play
From parameters.
• Action pop-up menu and File field: The Action menu (with the gear icon) contains
options for adding an audio file, choosing the flex mode, and other functions. See
Use the Playback Action menu and File field. The File field displays the name of the
currently loaded audio file.
• Group pop-up menu:When using multiple instances of the Playback plug-in, use this
menu to assign each plug-in a group number to control which instances play together
and which instances operate independently. See Use the Playback group functions.
• Shortcut menu: You can add, edit, and remove markers using the shortcut menu (not
shown), which you can access by Control-clicking (or right-clicking) the waveform
display. See Use markers with the Playback plug-in.
You can drag the waveform horizontally to move to a different position while Playback
is stopped. Playback starts from the new position if the Play From parameter is set to
Current Position.
Note: The Snap To and Play From parameters can affect playback behavior. See Playback
Sync, Snap To, and Play From parameters.
Markers, if present, are indicated on the marker bar, below the ruler. You can load audio
files that contain markers, or add markers to the loaded audio file using the Add Marker
command in the shortcut menu. For information about adding, renaming, and deleting
markers, see Use markers with the Playback plug-in.
• Click a marker in the marker bar to move it to the current playhead position (in the
center of the waveform display). Playback begins from this position if you are in
play mode.
• Click to the left of a marker to move the preceding marker to the centered current
position indicator. Repeated clicks move earlier markers to the current position
indicator. Playback begins from this position if you are in play mode.
• Play/Stop button: Starts or stops playback. The position playback starts from is affected
by the Sync, Snap To, and Play From parameters. See Playback Sync, Snap To, and Play
From parameters.
• Cycle button: Cycles playback between the current marker and the next marker. Audio is
automatically crossfaded at the marker points to minimize clicks. If the file contains no
markers, playback of the entire file is cycled.
• Fade Out button: Gradually lowers the volume level to silence over the number of
seconds specified in the Fade Time parameter. The Fade Out button turns blue until
the fade out has completed and playback stops.
You can stop an active fade out by clicking the Fade Out button a second time. This
gradually restores audio playback to the full volume level over the same amount of
elapsed time as the fade out.
• Count-in button: Enables a one-bar count-in, using the MainStage metronome click. The
count-in always uses the concert tempo and meter, regardless of the Sync mode.
• Metronome button: Turns the MainStage metronome on or off. The metronome always
uses the concert tempo and meter, regardless of the Sync mode.
• Go to Previous Marker button: In play mode, immediately moves to the previous marker
(to the left of the current playhead position) if the audio contains markers. Playback
continues from this position. If the audio file contains no markers, moves backward
8 bars (if Sync is on) or 20 seconds (if Sync is off). Playback continues from the
new position.
If Playback is stopped, moves to the previous marker or to the beginning of the audio
file if the current playhead position precedes the first marker. If the file contains no
markers, moves 8 bars (if Sync is on) or 20 seconds (if Sync is off). Press Play to start
playback from this position.
If Playback is stopped, moves to the next marker or to the end of the audio file if
the current playhead position is after the last marker. If the file contains no markers,
playback rewinds by 8 bars (if Sync is on) or 20 seconds (if Sync is off). Press Play to
start playback from the new position.
• Length field: Displays the overall length of the loaded audio file in hours, minutes, and
seconds (when Sync is off), or in bars and beats (when Sync is on).
• Meter field: When Sync is on, lets you define the meter (time signature) of the audio
file. The bar and beat values can be altered independently. Editing the Meter field
changes the ruler display, and may alter the Length field display, but has no impact on
audio playback.
• Tempo field: Displays the MainStage concert tempo in beats per minute when Sync is
on. Playback follows only a single, constant tempo. The Tempo field is disabled when
Sync is off.
Note: Because Playback instances use the concert tempo when Sync is on, you can use
audio files recorded at different tempos, and have them all play back at the same tempo
(the concert tempo).
• Fade Time field: Sets the fade-out time in seconds. Drag vertically to adjust this value.
Click the Fade button to start or stop a fade-out.
• Pitch fields: Transpose audio playback when Sync is on. Drag vertically in either
the semi or cent field to transpose the audio file in semitones or cents (1/100 of a
semitone). The Pitch fields are disabled when Sync is off.
Note: Only audio files that contain tempo information can play back at the MainStage
concert tempo when Sync is active. If the file contains no tempo information, the Sync
parameter is disabled.
• Snap To pop-up menu: Sets the value to which transport functions—including Play,
Return to Start, Previous Marker, and Next Marker—snap. The active transport function
is delayed until the next bar, beat, or marker is reached, depending on the current Snap
To setting. The Snap To setting always reflects the concert tempo and time signature,
regardless of the Sync setting.
• Wait for Marker: Transport functions occur when the next marker is reached.
• Play From pop-up menu: Determines the position from which playback starts.
• Current Position: Playback starts from the current playhead position in the audio file.
This can be especially useful when you are setting up Playback instances in
Edit mode.
• Current Marker: Playback starts from the start of the current marker (the marker to
the left of the current position) in the audio file.
Only one group can be active at a time. For example, if two Playback instances are in
Group 1, and four Playback instances are in Group 2, activation of a transport function
in any Group 1 member stops playback of all Group 2 members, and vice versa. Instances
that are not in any group are not affected.
All Playback instances that belong to a group switch between states for the following
transport functions when changed in any group member:
• Return to Start
• Play or Stop
• Cycle
Important: Editing a parameter in one member of a group does not automatically update
the parameter value in other group members. To change the parameter value in all group
members, hold down Shift while you edit the parameter in any group member. This applies
to the Meter, Fade Time, Pitch, Sync, Snap To, and Play From parameters. You need
to set Sync to the same mode for all group members or playback drifts between
grouped instances.
Note: When a Playback instance is added to an existing group, some button states
may be different from other group members. If you want all group members to behave
identically when a transport button is used in any group member, make sure that the
states of all buttons match those of other group members before you add a Playback
instance to a group.
• Open File: Opens a dialog from which you can preview and choose a file to load into the
Playback plug-in.
• Remove File: Removes the file currently loaded in the Playback plug-in.
• Flex Mode: For audio files containing tempo information, you can choose one of the
following time-stretching modes:
• Slicing is a good choice for general use, particularly for rhythmic audio such as drum
parts. It works by dividing the audio at transient markers. Each slice is played back
at its original speed.
• Rhythmic is best suited for playing polyphonic rhythmic audio such as rhythm guitar
or keyboard parts.
• Speed is recommended when the concert tempo is the same as (or close to) the
recorded tempo of the audio file. It produces an effect like slowing down or speeding
up a tape recorder, without the artifacts of time stretching.
• Polyphonic is designed for complex polyphonic audio and is a good choice for guitar,
piano, and choir parts, or for complete mixes.
• Start on Patch Change: Starts playback when you select the patch (or set) containing
the Playback instance.
• Start with Play Action: Starts playback of the Playback plug-in when the MainStage
clock starts. Start with Play Action follows the current Play From setting—that is, it
waits until the next event specified in the Play From setting.
The File field, which is located to the left of the Action menu, shows the name of the
currently loaded audio file. You can load an audio file in several ways.
• Click the File field to show an Open dialog, from which you can choose the file you want
to load.
• Choose Open File from the Action menu to show an Open dialog, from which you can
choose the file you want to load.
• Drag an audio file to the Instrument slot containing the Playback plug-in.
• Drag an audio file between two channel strips. This creates a new channel strip with the
Playback plug-in inserted. The (dragged) audio file is automatically loaded into this new
Playback instance. You can drag multiple files between channel strips to create a new
channel strip for each file.
Note: Using either of the first two methods, you can preview files in the dialog before
adding one to the Playback instance. To preview the selected audio file in the dialog,
click the Play button. Click the Stop button in the dialog to stop playback.
If Sync is on when you add a marker, the marker snaps to the closest beat to the left of the
point where you click the waveform display. Similarly, when you delete a marker, the closest
marker to the left of the point where you click is deleted.
You can add markers to audio files using the Logic Pro for Mac application.
Add a marker
• In MainStage, Control-click the Playback waveform display, then choose Add Marker
from the shortcut menu.
Rename a marker
1. In MainStage, Control-click the Playback waveform display, then choose Rename Marker
from the shortcut menu.
• Click the Next Marker button in the transport controls to move to the following marker.
Delete a marker
• In MainStage, Control-click the Playback waveform display, then choose Remove Marker
from the shortcut menu.
• Drag the audio file to the Instrument slot with the Playback plug-in.
• Drag the audio file to the “tape” area of the plug-in window.
• Click the File field in the plug-in window, select an audio file in the Open dialog, then
click Open.
• Choose Open File from the Action menu at the upper right of the Playback plug-in
window, select an audio file in the Open dialog, then click Open.
The name of the audio file appears in the File field, and the waveform of the audio file
appears in the Waveform display.
You can preview an audio file in the Open dialog by selecting the file and clicking Play.
To hear the file after adding it to the Playback plug-in, click the Play button in the
plug-in window.
You set the Sync mode for an instance of the Playback plug-in from the Sync pop-up menu,
located in the lower-left corner of the plug-in window.
Note: For audio files that do not contain tempo information, Sync is set to Off and the Sync
pop-up menu is unavailable.
• Choose On from the Sync pop-up menu to play the audio file at the current
Concert tempo.
• Slicing: Slices the audio at transient markers and plays each slice at its original speed.
Slicing is a good choice for general use, particularly for rhythmic parts.
• Rhythmic: Based on the time-stretching algorithm used for Apple Loops, Rhythmic
is best suited for playing non-monophonic audio, such as rhythmic guitars, rhythmic
keyboard parts, and Apple Loops.
• Speed: Time-stretches audio by playing the source faster or slower, including changing
the pitch. Speed is recommended for percussive parts.
Because each flex mode can produce different results depending on the audio, it is
recommended that you try out different flex modes for each instance of the Playback
plug-in to determine which provides the best playback for your audio files.
Note: For audio files that do not contain tempo information, the Flex Mode menu item
is unavailable.
Note: If there is no Playback plug-in in the patch, an alert appears when you try to add a
waveform screen control.
When you map the waveform screen control to the Playback plug-in, the waveform for the
audio file loaded in the Playback plug-in appears in the waveform screen control. When you
press the button you mapped to the Play/Stop parameter, the audio file starts playing, and
you see the waveform move across the waveform screen control.
You can add screen controls for other parameters, including Fade Out, Cycle, Tempo, and
so on, and map them to the corresponding parameters in the Mapping browser or in the
Playback plug-in window. You can also map a parameter text screen control to the File
field and have it display the name of the audio file being played.
You start playback by sending a Play command to the Playback plug-in using a screen
control, such as a button, mapped to the Play/Stop parameter of the plug-in. To stop
playback, you send a Stop command using the same parameter. Alternatively, you can set
the plug-in to start when you select the patch or set, or when the Play action is triggered.
You can control other parameters of the Playback plug-in while you perform, including the
Fade Out and Cycle parameters. If the audio file contains marker information, you can use
the Go To Previous Marker and Go To Next Marker parameters to shift playback to different
parts of the audio file, or use the Go to Marker action to shift playback to a specific marker.
Note: When mapping a screen control to the Go to Marker action (in the Markers submenu),
set both the Button On and Button Off parameters in the Screen Control Inspector to the
value of the marker, to ensure that the mapping works correctly.
A Playback plug-in in a patch plays only while the patch is selected. If you are using a
Playback plug-in at the set level, you can select different patches in the set (for example,
different lead synth or guitar solo patches) and have the audio file continue playing. If you
are using a Playback plug-in at the concert level, you can select different patches in the
concert and have the audio file continue playing.
If you are using multiple instances of the Playback plug-in in a group, you can start and
stop their playback together by starting or stopping any member of the group using a
screen control mapped to the Play/Stop parameter. When playback instances are grouped,
playback is “locked” so changes in position affect all members of the group. You can
control other aspects of playback, such as having the group fade out or loop playback,
using screen controls mapped to the corresponding controls in the plug-in window of
any member of the group. Playback instances that are not members of a group are
not affected.
You assign an instance of the Playback plug-in to a group from the Group pop-up menu,
located in the lower-right corner of the plug-in window.
2. Choose the letter of the group you want to assign the instance to from the Group
pop-up menu.
Retro Synth provides four different synthesizer engines—Analog, Sync, Wavetable, and FM.
Each engine can generate unique sounds that are difficult or impossible to achieve with
other types of synthesizers.
Retro Synth is very easy to use, with many identical controls found in each synthesizer engine.
If you’re new to synthesizers, it might be best to start off with Synthesizer basics overview,
which will introduce you to the fundamentals and terminology of different synthesis systems.
If you’re new to using plug-ins in MainStage, see Add and remove plug-ins.
The first step in creating a new sound is to choose a Retro Synth synthesizer engine. Your
choice should be guided by the type of sound you want to generate.
• Analog: Use for classic synthesizer sounds, such as leads, pads, and basses. See
Retro Synth Analog oscillator.
• Sync: Use for aggressive synthesizer sounds, particularly leads and basses. See
Retro Synth Sync oscillator.
• Table: Use for clean digital synthesizer sounds, such as pads and basses, and
evolving effect sounds. See Retro Synth Table oscillator.
• FM: Use for classic digital synthesizer sounds. Of note are bells, electric piano,
clavinet, and spiky bass sounds. See Retro Synth FM oscillator.
Your choice of synthesizer engine changes the controls available. Most of these changes
are seen in the Oscillator section.
Analog synthesizer sounds are typically attributed with having a warm and rich tone. You
can create a wide variety of timbres using this synthesis method, notably string and pad
sounds, synthetic brass, bass, and percussion.
• Shape Modulation knob: Choose a waveform shape modulation source, and set
the modulation intensity. The centered (off) position disables all waveform shape
modulation with the LFO or filter envelope.
• Semitones knob: Set the pitch of oscillator 2 in semitone steps, over a range of
±2 octaves.
• Cents knob: Precisely adjust the frequency of oscillator 2 in cents (1 cent = 1/100
semitone).
• Mix slider: Crossfade (set the level relationships) between the oscillators (Shape 1
and 2).
Oscillator sync sounds are typically more aggressive than sounds generated with other
synthesis methods, making this engine most suitable for lead and hard bass instruments.
The second oscillator is resynchronized with the first oscillator each time a note is
triggered or each time the waveform cycle of the first oscillator restarts.
• Sync Modulation knob: Choose a sync modulation source, and set the modulation
intensity. The centered (off) position disables all waveform modulation with the LFO
or filter envelope.
• Sync knob: Set the maximum amount of sync modulation. This makes the sound
more or less aggressive. Technically, this control changes the waveform start point
of both oscillators.
• Mix slider: Move to crossfade (set the level relationships) between the oscillators
(Shape 1 and 2).
Wavetable synthesis is useful for creating evolving textures and more clinical sounds. It is
well-suited for pad creation, basses, and sound effects. Despite the clean tone, wavetable
synthesis can also sound warm when combined with the right filter type.
Retro Synth also allows you to create your own custom wavetables.
• Wavetable pop-up menu: Choose a wavetable, reverse the loaded wavetable, or create,
save, and delete custom wavetables. See Use the Wavetable menu.
• Shape mode: Choose waveforms from default or custom wavetables with the
Shape knobs.
• Formant mode: Use the Shape Modulation knob to stretch or compress the formant
spectrum—a series of fixed frequency peaks—in the active waveform (chosen with
the Shape knobs). This is similar to grain compression in a granular synth.
• Shape Modulation knob: In shape mode, choose a modulation source and set the
modulation intensity. In formant mode, stretch or compress the formant spectrum
of the active wave. The centered (off) position disables all waveform shape modulation
with the LFO or filter envelope.
This parameter is also available as the Wave Variation (Formant) real-time modulation
target. See Retro Synth global and controller settings.
• Semitones knob: Rotate to set the pitch of oscillator 2—in semitone steps, over a range
of ±2 octaves.
• Mix slider: Move to crossfade (set the level relationships) between the oscillators
(Shape 1 and Shape 2).
Wavetable menu
• Create Wavetable from Audiofile: Opens a file browser where you can choose an audio
file for use as a custom wavetable.
• Save Wavetable as: Opens a file browser where you can name and save your
custom wavetable.
• Custom Wavetable: Loads the custom wavetable in memory. You can switch between
this and a supplied wavetable.
• App Wavetables pop-up menu: Load a supplied wavetable. You can switch between a
supplied wavetable and the custom wavetable.
• Reverse Wavetable Order: Reverses playback of the loaded wavetable. For example,
a wavetable with 10 waveforms would sequentially play waveform 10 through to 1
when reversed.
Timbral changes within sections are automatically detected with an adjustable parameter,
resulting in a wavetable entry for each timbral shift. You should limit the speed of timbral
changes within sections as very fast shifts can deliver unpredictable results.
If possible, use multiple audio sections with a constant pitch to create your source audio
file. A file with a constant pitch does not require the insertion of silence between sections.
1. In Retro Synth in MainStage, open Table mode and choose Create Wavetable from
Audiofile from the Wavetable pop-up menu.
Note: You can also drag a suitable audio file onto the Shape 1 knob.
3. Click the disclosure arrow at the lower left of the plug-in window to show the extended
parameters, then choose an item from the Audio File Analysis pop-up menu.
This parameter changes the sensitivity of detection within contiguous audio sections.
Choose the algorithm that works best for the audio material.
The new wavetable name appears in the Wavetable pop-up menu. Choose the name to
load it.
In FM synthesis, the basic sound is generated by setting different tuning ratios between
the modulator and carrier oscillators and by altering the FM intensity. The tuning
ratio determines the basic overtone structure, and the FM control sets the level of
these overtones.
At the core of the Retro Synth FM synthesis engine, you’ll find a multiwave modulator
oscillator—the (Wave) Shape slider, and a sine wave carrier oscillator—the FM (Amount)
slider. The basic sine wave of the carrier oscillator is a pure, characterless tone.
To make things more sonically interesting, the modulator oscillator is used to modulate
the frequency of the carrier oscillator. This modulation occurs in the audio range (you
can actually hear it), and results in a number of new harmonics becoming audible, thus
changing the tonal color.
The pure sine wave (of the carrier oscillator) is combined with the newly generated
harmonics, making the sound much more interesting.
You can make fine changes to the tuning ratio of the two oscillators (and therefore the
levels of the harmonics) by adjusting the Harmonic and Inharmonic controls.
FM synthesis is noted for synthetic brass, bell-like, electric piano, and spiky bass sounds.
• Modulation knob: Choose a modulation source (LFO or Filter Envelope), and set the
modulation intensity. This modulates the target chosen with the FM/Harmonic switch.
• FM (Amount) slider: The carrier waveform is a simple sine wave. Drag to adjust the level
of this basic tone.
• The left switch position lets you use the LFO or Filter Envelope to modulate the
FM (Amount).
• The middle switch position lets you use the LFO or Filter Envelope to modulate the
FM (Amount) and Harmonic content at the same time.
• The right switch position lets you use the LFO or Filter Envelope to modulate the
Harmonic content.
• Harmonic/Inharmonic sliders: Precisely change the levels of these sonic elements, and
therefore, the tonal color of your sound. Technically, you are changing the tuning ratio
between the carrier and modulator oscillators, resulting in harmonic or inharmonic
content becoming more or less audible. This parameter is also available as the Wave
Variation (FM Harmonic) real-time modulation target. See global and controller settings.
Note: The tuning ratio can change significantly when you adjust the (Wave) Shape
slider, so avoid using it if making a subtle alteration to the harmonic or inharmonic
content of your sound.
• Shape slider: Modulate the carrier waveform. This control and the FM slider interact as you
adjust either, resulting in a range of tones with more or less harmonic/inharmonic content.
• Mix slider: Crossfade (set the level relationships) between the modulator and
carrier oscillators.
Filter use is straightforward. Choose one of the available filter types and adjust the filter
cutoff and resonance controls to sculpt the sound. You can also control the filter cutoff
and resonance controls while playing—either manually or by using keyboard position, an
envelope, or the LFO to modulate these filter controls automatically. Real-time changes
to filter cutoff and resonance can make your performance much more dynamic and
interesting. You can do this with MIDI keyboard controllers and with modulation section
controls. See modulation and global and controller settings.
Filter parameters
• On/off button: Turn the filter section on or off. The filter is enabled by default (indicated
by the highlighted button at the top left of the filter section). Disable the filter when
adjusting other sound controls because this makes it easier to hear changes.
• Filter Type pop-up menu: Choose a filter type from the menu. This changes the sonic
character and behavior of other filter parameters. There are eight lowpass filters with
different slopes, four highpass, four bandpass, a band reject, and a peak filter available.
Use the descriptive names—Creamy, Edgy, Gritty, Lush, Lush (Fat), and Sharp—to make
a choice that’s right for your sound. See Retro Synth filter types.
• LP (lowpass): Allows frequencies that fall below the cutoff frequency to pass.
You can choose one of four slopes from the eight models that change the tonal
characteristics of the filter, making it sound brighter, mellow, thinner, or fuller—
particularly in the bass end of the sound.
• HP (highpass): Allows frequencies above the cutoff frequency to pass. There are
three slopes to choose from: 6, 12, and 24 dB/octave.
• Peak: A peak filter allows the level in a frequency band to be increased. The center
of the frequency band is set with the Cutoff control. The width of the band is set
with the Resonance control.
• In a lowpass filter: The higher the cutoff frequency is set, the higher the frequencies
of signals that are allowed to pass.
• In a highpass filter: Cutoff sets the point where low frequencies are suppressed.
• In a bandpass, band reject, or peak filter: Cutoff sets the center frequency of the
band that is allowed to pass, is suppressed, or is emphasized.
• Resonance control: Drag vertically to boost or cut signal portions above, below, or
surrounding the cutoff frequency.
• Key (Follow) slider: Determine the effect that keyboard pitch (the note number) has on
filter cutoff frequency modulation.
At the top position, the filter follows keyboard pitch, resulting in a constant relationship
between cutoff frequency and pitch. This mirrors the properties of many acoustic
instruments where higher notes sound both brighter in tone and higher in pitch. At the
bottom position, the cutoff frequency does not change, regardless of which key (pitch)
you strike. This makes the lower notes sound relatively brighter than the higher ones.
• Filter FM/Drive knob: Depending on the chosen filter type, set the intensity of filter
cutoff modulation with the Osc1 sine wave generator or increase filter input gain. When
the Filter FM label is shown, positions to the left set the strength of static sine wave
modulations. Positions to the right set the strength of envelope-controlled sine wave
modulations. The centered (off) position disables filter frequency modulation by the
Oscillator 1 sine wave generator. When the Drive label is shown, you can alter the signal
level at the filter input. This is typically used to overdrive the signal, which distorts the
waveform and changes the filter response, leading to more aggressive tones.
Note: The Oscillator 1 sine wave generator always generates a sine signal at the
frequency of Oscillator 1.
• LFO knob: Set the strength of filter cutoff frequency modulation with the LFO. Positions
further away from the centered (off) position make modulation more or less intense. See
Retro Synth LFO and Vibrato.
• Filter Env(elope) knob: Set the strength of filter cutoff frequency modulation with the
Filter Envelope. Positions further away from the centered (off) position make modulation
more or less intense. See Retro Synth envelopes.
There are multiple two-pole, four-pole, multi-pole state-variable and analog-modeled LP,
BP, and HP filter designs in Retro Synth, each with distinctive characteristics that you may
prefer for a given purpose. The available LP, BP, and HP filter designs include Creamy,
Edgy, Gritty, Lush, Lush (Fat), and Sharp variants.
The three principal filter controls have standard functions for all filter types.
• Drive: Allows the filter to be overdriven; the precise effect varies with each filter design.
A peaking filter boosts a narrow band around a resonant frequency. The remainder of the
signal is affected minimally.
• Gain: Controls the amount of boost. Higher values are generally the most effective.
Amp parameters
• Volume knob: Set the overall output level.
• Sine Level knob: Mix a sine wave at the frequency of oscillator 1 (Shape 1) directly into
the output stage. This sine signal is not processed by the filter.
Effect parameters
• On/off button: Turn the effect section on or off.
• Effect Type pop-up menu: Choose either the Chorus or Flanger effect.
• The Chorus effect is based on a delay line, the output of which is mixed with the
original, dry signal. The short delay time is modulated periodically, resulting in pitch
deviations. The modulated deviations, in conjunction with the original signal pitch,
produce the chorus effect.
• The Flanger effect works in a similar fashion to the chorus, but with even shorter
delay times. The output signal is fed back into the input of the delay line. This
feedback results in the creation of harmonic resonances that cyclically move
through the frequency spectrum, resulting in a sweeping, metallic sound.
• Mix knob: Set the balance between the original and effect signals. High values result in
stronger effect processing.
Tip: Use MainStage effects if you need more precise control of chorus and flanging or
want to use both effects simultaneously.
The Volume Envelope is dedicated to control of the sound level over time. The Filter
Envelope controls the filter over time. See Retro Synth envelopes.
The LFO is used as a source for multiple modulation targets. The Vibrato modulation
source is dedicated to control of oscillator pitch. See Retro Synth LFO and Vibrato.
You can also use your keyboard modulation wheel, aftertouch, and velocity as real time
control sources. See Retro Synth global and controller settings.
You should make use of all modulation options because they can help you to create
expressive performances.
If you’re new to synthesizers and the concepts behind modulation generators, such as
LFOs and envelopes, see Synthesizer basics overview.
1. In MainStage, move the control toward LFO or Filter Env. Positions further away from the
centered (off) position make waveform modulation more intense.
2. Adjust the controls of the LFO (click the LFO tab if the Vibrato pane is visible) and Filter
Env sections. See LFO and Vibrato and envelopes.
• Adjust the Via Amount slider to the right of the waveform graphic to set the
maximum modulation intensity (the highest LFO speed).
• Move your MIDI keyboard modulation wheel to change the LFO speed. If you don’t
want to use your keyboard modulation wheel, click the Via pop-up menu to assign a
different MIDI controller.
5. If you are using the Filter Envelope, drag the handles to set the attack, decay, sustain,
and release values. Drag the Velocity slider to set the sensitivity of envelope modulation
by velocity.
4. If the Sync switch is turned off, drag the Rate note to set the vibrato speed. If the
Sync switch is turned on, vibrato speed is controlled by the MainStage tempo. See
LFO and Vibrato.
• Adjust the Via Amount slider to the right of the waveform graphic to set the
maximum modulation intensity (the highest vibrato speed).
• Move your MIDI keyboard modulation wheel to change the vibrato speed. If you don’t
want to use your keyboard modulation wheel, click the Via pop-up menu to assign a
different MIDI controller.
Glide mode behavior changes when legato is selected with the Polyphony control. See
Retro Synth global and controller settings.
• Mode pop-up menu: Choose the parameter that you want to bend. Choose from:
Oscillator 1 + Sine, Oscillator 2, All Oscillators, Opposed (with one oscillator bending
up, while the other bends down by an equal amount), and Oscillators + Filter.
• Time knob: Set the time it takes for the pitch of one played note to travel to the pitch of
another played note.
• Depth knob: (Autobend mode only) Set the pitch bend range (over a range of ±3 octaves).
Retro Synth also provides a dedicated Vibrato LFO for pitch modulation.
Although they are oscillators, LFOs are not audible—but their effects can certainly be
heard. The sole purpose of an LFO is to modulate other sound generating elements of
the synthesizer.
LFO/Vibrato parameters
• LFO/Vibrato tabs: Change between LFO and Vibrato parameter panes.
• Waveform display: Click the buttons at the top of the display to independently choose
an LFO or Vibrato waveform.
• The triangle wave is suitable for vibrato and other evenly-modulated effects.
• The rectangular waves switch between two values, which is useful for stepping the
oscillator pitch by a fifth, for example.
• LFO Sync switch: Turn on to synchronize the modulation speed with the host tempo.
Turn off to control the modulation speed manually.
• Source pop-up menu: Choose your MIDI keyboard Mod Wheel, Aftertouch, or Modwheel
+ Aftertouch as the control source for the LFO or Vibrato output level.
When you think of different sounds, such as a snare drum, piano, or strings, they’re not
only tonally different, but the characteristics of the sound change over time. Both the snare
drum and piano are heard immediately when struck. This is because they both have a short
attack phase. Bowed strings, on the other hand, slowly ramp up in level—they have a long
attack time, in other words.
If you break down any sound over time, you can emulate snare drum-like, piano-like, or
string-like characteristics easily with Retro Synth envelopes.
Envelope parameters
• Attack handle: Drag horizontally to set the time it takes for the envelope to reach the
initial level.
Note: Oscillators automatically switch from free mode to synced mode when the Attack
time is set to values below 0.50 ms. This has a pronounced effect on stacked voices, in
particular. See global and controller settings.
• Decay handle: Drag horizontally to set the time it takes for the envelope to fall to the
sustain level, following the initial attack time.
• Sustain handle: Drag vertically to set the sustain level, which is held until the key
is released.
• Release handle: Drag horizontally to set the time it takes for the envelope to fall from
the sustain level to a level of zero.
• If the Vel slider is set to zero, the envelope outputs its maximum level when you
strike the keys at any velocity.
• At a Vel slider value of 100%, the entire dynamic range is under velocity control.
To explain, raising the slider value reduces the envelope minimum amplitude, with
the difference being dynamically controlled by keyboard velocity. For example, when
you set the Vel slider to 25%, the minimum envelope amplitude is reduced to 75%.
The remaining 25% is added in response to the velocities of keys you play. So, a key
played with a zero velocity results in an envelope amplitude of 75%. A key played
with a MIDI velocity value of 127 will result in an envelope amplitude of 100%. When
you raise the Vel slider value, the minimum amplitude decreases even further.
The controller settings let you assign MIDI keyboard features to Retro Synth controls. You
can use three MIDI controllers—velocity, modulation wheel, and aftertouch—to change
Filter Cutoff, Wave Shape (Pulse Width), or LFO/Vibrato Rate controls. Multiple MIDI
controllers can be assigned to the same control, so you could change filter cutoff with both
velocity and aftertouch, for example. Alternatively, a single MIDI controller can be assigned
to multiple Retro Synth parameters—with aftertouch affecting both filter cutoff and LFO
speed, for example.
If you’re new to synthesizers and the concepts behind modulation controls, see
Synthesizer basics overview.
Click the Settings label to switch between the modulation and global/controller controls.
Global parameters
• Transpose pop-up menu: Choose a value to transpose Retro Synth ±2 octaves.
• Tune field: Click the arrows or drag vertically to tune Retro Synth in semitone steps.
• Bend pop-up menu: Choose a value to set the maximum upward/downward pitch bend.
Pitch bend modulation is typically performed with your MIDI keyboard pitch bend wheel
or joystick.
• If you choose legato and play in a legato style (strike a new key while holding
another), the envelope generators are triggered only for the first note you play
legato, and then they continue their curve until you release the last legato played
key. This means that if you play legato, a portamento occurs (the portamento time is
set with the Autobend / Glide Time control). If you release each key before pressing a
new one, the envelope is not triggered by the new note, and there is no portamento.
• If you choose mono, staccato playing retriggers the envelope generators every time
a new note is played.
• Voice Detune field: Click the arrows or drag vertically to tune Retro Synth in cents
(1 cent = 1/100 semitone).
• Stereo Spread field: Click the arrows or drag vertically to set the amount of voice
panning, relative to the center position. Spread: 0=mono, 1=full left/right panning.
Voices are panned left or right in an alternating, symmetrical pattern.
Note: Detuning and panning works in Single and Double voice mode. In Double voice
mode, detuning and panning affects the respective voice pairs.
• Unison pop-up menu: Set the number of voices played in unison mode. Behavior in
unison mode depends on the Polyphony parameter value. One of the strengths of
polyphonic analog synthesizers is unison—or stacked voices—mode. Traditionally, in
unison mode classic analog polysynths run monophonically, with all voices playing
simultaneously when a single note is struck. Because the voices of an analog
synthesizer are never perfectly in tune, this results in a rich, chorus-like effect with
great sonic depth.
• Polyphonic unison mode: When 2–16 voices are selected in the Polyphony pop-up
menu, voices are stacked, but you can play polyphonically.
Controller parameters
The modulation targets available in the pop-up menus listed below change when different
synthesizer engines are active.
• Mod Wheel to pop-up menu and slider: Choose a modulation target for your keyboard
modwheel. The slider sets the maximum modulation amount.
• Velocity to pop-up menu and slider: Choose a target for modulation with keyboard
velocity. The slider sets the maximum modulation amount.
• Aftertouch to pop-up menu and slider: Choose a target for modulation with keyboard
aftertouch. The slider sets the maximum modulation amount.
• Assignable CC pop-up menu and slider: Choose a target for modulation with a MIDI
continuous controller. The slider sets the maximum modulation amount.
Note: This modulation source is ideal for use with MIDI CC#4 Foot Controller that’s
often used in conjunction with aftertouch. It’s also useful for MPE devices that offer
enhanced controller functions.
Extended parameters
• MIDI Mono Mode pop-up menu: Choose Off, On (with common base channel 1), or On
(with common base channel 16).
In either mode, each voice receives on a different MIDI channel. Per-voice channels
support pitchbend, aftertouch, modwheel, and CC messages. Controllers and MIDI
messages sent on the base channel affect all voices.
The chosen pitch bend range affects individual note pitch bend messages received on
all but the common base channel. The default is 48 semitones, which is compatible
with the GarageBand for iOS keyboard in pitch mode. When using a MIDI guitar, 24
semitones is the preferable setting because most guitar to MIDI converters use this
range by default.
• Audio File Analysis pop-up menu: Change the sensitivity of detection within contiguous
audio sections when creating custom wavetables. Choose the algorithm that is best-
suited to the audio material. See Create a custom wavetable in Retro Synth.
You can control up to four independent sound generation sources using handles. Labeled
A, B, C, and D, the handles control separate layers and can be placed at precise points on
a waveform.
The five flexible play modes offer different ways to play back a sample and interact with
it, from Classic mode, which lets you play the sample from start to finish, to Loop mode,
where you place the handles on the waveform to create up to two snippets of looped audio.
In addition, Scrub mode lets you move the handles across the waveform to trigger it as if
scrubbing through tape, and Bow mode replicates the bow action used to play stringed
instruments. Finally, Arp (arpeggiator) mode can generate repeating patterns of notes
that cycle through different sections of the sample, creating intricate sequences based
on MIDI notes.
Sample Alchemy is a sample-based instrument, so you can quickly begin creating sounds
by loading samples and loops directly from the Loop Browser, Finder, or regions in the
Tracks area. Sample Alchemy works best with monophonic instruments, vocals, or found
sounds. When you record your instruments or vocal samples directly in Logic Pro for Mac,
you can conveniently drag audio regions straight into an instance of Sample Alchemy.
You can use Sample Alchemy in a number of ways in your projects, such as building unique
playable instruments or recording automation of the handles to add unique sound effects
and synth elements. Here are a few examples of the types of sounds that you can create
with Sample Alchemy:
• Evocative keys
• Vocal-like formants
If you’re new to synthesizers, see Synthesizer basics overview, which introduces you to the
fundamentals and terminology of different synthesis systems.
If you’re new to using plug-ins in MainStage, see Add and remove plug-ins.
• The upper section contains the Edit Mode buttons, the sample name and lock, the
Amp/Mod button for the envelope generators, and the More button for settings.
• The middle section contains the source buttons, Mixer button, Play Modes buttons,
Snap menu, and Mod Matrix. The central part of this view includes the sample waveform
display and the source handles. Here you can interact with the sound by setting a play
mode and moving the handles. This view changes depending on the selected mode.
See play modes, Motion mode, and Trim mode.
• The lower section contains the source controls on the left, the synthesis modes and
their parameters in the middle, and the Filter controls on the right. This view changes
depending on the selected mode.
3. In the Finder, browse to the file you want to import, then click Open.
• Edit mode buttons: Select an edit mode. Play mode provides five different ways to play
back the sample. Motion mode lets you record the movement of the source handles,
and Trim mode lets you crop the sample.
• Play buttons: Select a Play mode. There are five play modes, each providing a
different way to play back the sample. See Play modes.
• Motion button: Select Motion mode. Motion mode lets you record the movement
of the source handles. After recording, the movement plays back in sync with the
tempo of your project when the sound is triggered. See Motion mode.
• Trim button: Select Trim mode. This mode lets you crop the sample. See Trim mode.
• Play mode button: Each play mode provides a different way to play back the sample.
Choose Classic, Loop, Scrub, Bow, and Arp buttons to determine the play mode.
• Classic button: Select Classic mode to play a sample from beginning to end. Sample
playback begins from the handle point and finishes at the end of the sample. This
mode is great for playing a sample in a conventional manner. In this mode, the first
source parameter (Playback Speed) determines the sample playback speed.
• Loop button: Select Loop mode to loop between two points within a sample. In this
mode, playback starts from the defined start point, playing to the defined loop end
position, then skips to the start point and repeats. These positions are set on the
sample using the source handle and source handle end point. You can also place the
handle after the loop end point to play the sample in reverse, and move the entire
audio section between these markers by dragging the bar between the loop start
and end points. In this mode, the first source parameter (Loop Speed) determines
the sample playback speed. Set the playback speed of each loop on each source
independently to create more dynamic sounds. This mode is ideal for manipulating
musical phrases and looped, rhythmic material. For instance, it lets you play
particular sections of a waveform and repeat them as the basis for a new
rhythmic sound.
• Scrub button: Select Scrub mode to play the sample at the touch point and in unison
with up to four sources. Play the sample at the position you touch on the waveform,
or scrub through the waveform as you touch and move source handles. Up to four
sources can be heard simultaneously, depending on how many have been turned
on. Scrub mode is great for selecting precise points of the sample and playing all
sources in unison for VA synthesizer–style sounds or scrubbing through a sample
waveform like a tape machine. In this mode, the first source parameter (Scrub
Jitter) determines how much random movement is applied to the handle position
for playback. This can be useful for creating a unison-like effect.
• Bow button: Select Bow mode to play the sample at each handle position with the
bow action mechanism used to play stringed instruments. The up-and-down motion
of a bow is replicated to play the sample sources. The up motion plays the sample
normally, and the down bow plays the sample in reverse. Up to four sources can be
heard simultaneously, depending on how many have been turned on. Bow mode is
great for selecting precise points of the sample and playing them back and forth in
unison. In this mode, the first source parameter (Bow rate) determines the speed
of the bow action. The speed of the bow action can also be synced to the tempo of
your project using the Sync button.
• Arp button: Select Arp mode to generate repeating patterns of notes that trigger
different sections of the sample to create intricate sequences based on the notes
played in real time or from a MIDI region. In this mode, the first source parameter
(Arp Speed) determines the rate of the arpeggiator. The rate of the arpeggiation
is automatically synced to the tempo of your project.
Source components are shown when you click the A, B, C, and D buttons to select the
source you want to edit. Some parameters can be set globally or per source. Global
parameters override individual source settings.
The components in each source are displayed in three modules: source, synthesis,
and filter.
• Source buttons: Turn a source on or off. When turned on, a source is a sound-
generating module indicated by a handle labeled A/B/C/D that is positioned on
the waveform.
• Sample Lock button: Click the lock to keep the current sample when changing presets.
• Sample pop-up menu: Load a new sample, or show the current sample in Finder.
• Source handles: Click the handles labeled A/B/C/D to hear the sample preview. Drag
left or right to adjust the playback position, and drag up or down to adjust the first
parameter in the source module. You can record the movement of the handles in Motion
mode. See Motion mode.
• Mixer button: Show or hide the mixer pane. The mixer lets you adjust the volume for
each source.
• Mixer sliders: Adjust the volume for each source. A dot indicates which source you’re
currently adjusting.
• Source module: The first module displays the parameters for the selected source.
The first parameter available here changes depending on the selected play mode. For
example, in Classic mode you can control the speed at which the sound is played, and in
Loop mode you can control the loop speed. The other parameters in this column let you
set the panning and tuning for each source.
• Source pop-up menu: Choose the source (A/B/C/D) you want to edit, or choose Select
All to edit all sources.
• Filter module: The third module contains the filter. Here you can set the filter for each
source or globally. See Sample Alchemy filters.
• Playback Speed Sync button: Turn on to synchronize the playback speed with the
project tempo. Turn off to freely set the playback speed. This button is active only when
the loaded sample contains tempo information.
• Loop Speed knob: Set the sample loop speed between the start point and end point.
• Loop Speed Sync button: Turn on to synchronize the loop speed with the project tempo.
Turn off to freely set the loop speed. This button is active only when the loaded sample
contains tempo information.
• Bow Rate Sync button: Turn on to set the rate in tempo-synced note values instead of
Hz. Turn off to freely set the bow rate.
• Arp Rate knob: Set the duration of the arpeggiator steps. The arpeggiator is
synchronized with the project tempo, and the Rate is set from whole notes (1) to
1/32 notes.
• Pan knob: Set the source output position in the stereo field.
• Tune Fine knob: Tune the selected source pitch in cent increments.
The synthesis module in the lower section has three synth mode buttons you can use to
view the synthesis engine controls and an effect menu:
• Synth mode buttons: Choose a granular, additive, or spectral synth mode. Each mode
provides a different type of synthesis. To learn about synth controls, see granular,
additive, and spectral.
• Source Effect pop-up menu: Choose a synthesis effect type for the Additive or Spectral
synth engines and change related parameters in the area below.
In granular synthesis, a sound is typically broken down into a series of short, overlapping
grains, each of which is a few milliseconds in length. These grains are then played back in
sequence, either as a continuous stream or in a randomized or more structured pattern.
You can create a wide range of sounds and timbres by manipulating various parameters
of the grains, such as their pitch, duration, and position in the original sound waveform.
Granular synthesis can be used to create everything from subtle changes in a sound to
radical transformations, and it is often used to create unique and unconventional sounds
that are difficult to achieve using other synthesis methods.
The parameters in this section are shown when Granular is selected in a synthesis module.
Click one of the handles labeled A/B/C/D to select the source you want to edit.
• Density knob: Determine the number of potentially overlapping grains from 1 (no
overlap) to 10.
The Size and Density parameters interact with each other. When the Density value is 1,
a single grain is sent to the output stream. As soon as one grain finishes, the next one is
sent. A Size value of 100 ms sends a new grain every 100 ms.
Increasing Density to 2 adds a second grain that is sent in between those of the
first, resulting in a new grain every 50 ms, assuming a Size value of 100 ms. The
first and second grains overlap each other. Higher Density values inject additional
new grains into the output stream. These new grains occur more frequently and
overlap more heavily.
Setting Size to around 100 ms and Density to around 5 grains is often suitable for
smooth pad sounds with no sharp transients. Setting Size between 40 and 80 ms
and Density to around 2 grains is useful for drums and other sounds featuring sharp
transients. Small Size values tend to produce a buzz that masks the original pitch of
the sample. Large Size values tend to break up the sound. You can counteract both
tendencies by increasing the Density.
• Random Time knob: Add a small random offset to grain extraction positions in the
sample. The default value is 3% because a small amount of randomization helps to
smooth the output of the granular element.
• Random Pan knob: Add a random offset to the stereo position of each grain.
You can think of the additive data as a series of snapshots, each of which captures the
amplitude, pitch, pan, and phase of every partial at a particular point in time. In between
snapshots, each parameter updates smoothly toward the following snapshot value.
When played in succession and with the right timing, the series of snapshots describes
a potentially complex and continuously evolving sound.
Click one of the handles labeled A/B/C/D to select the source you want to edit.
Harmonic
The Harmonic effect allows you to control groups of partial levels, with controls relating to
harmonic intervals.
• Odd/Even knob: Set the balance between odd or even harmonics. Low values increase
the level of odd-numbered partials (1, 3, 5, 7, and so on), making the sound more
hollow. High values increase the level of even harmonics (retaining the fundamental
tone: harmonic/partial 1) to make the sound brighter and sweeter.
• Fifths knob: Set the level of the fundamental tone and all partials at fifth intervals
(7 semitones) above it. Higher values boost harmonics 1, 3, 9, 27, and so on, with a
corresponding reduction in the levels of other harmonics. Low values have the reverse
effect and can make the sound more cutting and edgy.
• Octaves knob: Set the level of the fundamental tone and all partials at whole octave
intervals above it. Set to zero to completely remove harmonics 1, 2, 4, 8, 16, and so on,
while boosting the levels of non-octave harmonics. Set to higher values to boost the
levels of octave harmonics while reducing the levels of other harmonics.
• Fundamental knob: Set the level of the fundamental tone and all partials above it. Set to
zero to completely remove the fundamental tone. Set to 100% to hear the fundamental
tone in isolation. Higher values tend to make the sound thicker.
Partials Lock
Partials Lock is an effect that sets all of the partials to the same zero phase value at
the start. It sets the partials to have no variation in pitch over the course of the sound,
resulting in a clean, artificial sound.
• Symmetry knob: Alter the symmetry, or shape, of the sine waves by lengthening the
first half of the waveform while shortening the second, or the reverse. The audible
effect is similar when the knob is turned in either direction. Symmetry alters waveforms
until they are no longer pure sine waves in shape, resulting in each partial developing
independent harmonics and making the sound brighter.
• Num Partials knob: Set the number of additive partials that are generated. The number
of oscillators required depends on the sound. For example, a flute has a limited number
of harmonics and requires fewer partials than a cello or a violin. The playable register
can also affect the number of oscillators required: high notes will accommodate only a
small number of higher harmonics before reaching the limits of audibility, whereas low
bass notes may have hundreds of harmonics without reaching the limit. Always set Num
Partials to the lowest number of partials that are required by the sound because this
helps reduce CPU load.
• Pitch Var knob: Tune all partials simultaneously. This occurs before processing by
the additive effect modules that stretch/shift partial tunings. Set to 0% to tune all
partials in a perfect harmonic series. Set to 100% to make each partial follow the pitch
fluctuations detected in the original audio file. The sonic impact of this parameter is
highly dependent on the audio material: sounds with strong inharmonic content, such
as bells, are dramatically changed by reducing pitch variations. If all partials are tuned
to the harmonic series, however, the knob has no influence on the sound.
Partials
Partials is an effect that allows you to manipulate the spectral content of a sound by
modifying individual partials within the sound.
• Odd/Even knob: Set the balance between odd and even harmonics. Low values increase
the level of odd-numbered partials (1, 3, 5, 7, and so on), making the sound more
hollow. High values increase the level of even harmonics (retaining the fundamental
tone: harmonic/partial 1) to make the sound brighter and sweeter.
• Symmetry knob: Alter the symmetry, or shape, of sine waves by lengthening the first
half of the waveform while shortening the second, or the reverse. The audible effect
is similar when the knob is turned in either direction. Symmetry alters waveforms
until they are no longer pure sine waves in shape, resulting in each partial developing
independent harmonics and making the sound brighter.
• Pitch Var knob: Tune all partials simultaneously. This occurs before processing by
the additive effect modules that stretch/shift partial tunings. Set to 0% to tune all
partials in a perfect harmonic series. Set to 100% to make each partial follow the pitch
fluctuations detected in the original audio file. The sonic impact of this parameter is
highly dependent on the audio material: sounds with strong inharmonic content, such as
bells, are dramatically changed by reducing pitch variations. If all partials are tuned to
the harmonic series, however, the knob has no influence on the sound.
• Num Partials knob: Set the number of additive partials that are generated. The number
of oscillators required depends on the sound. For example, a flute has a limited number
of harmonics and requires fewer partials than a cello or a violin. The playable register
can also affect the number of oscillators required: high notes will accommodate only a
small number of higher harmonics before reaching the limits of audibility, whereas low
bass notes may have hundreds of harmonics without reaching the limit. Always set Num
Partials to the lowest number of partials that are required by the sound because this
helps reduce CPU load.
• Shift knob: Shift all synthesized formant filters up or down in semitones. Higher values
can make sounds seem brighter or thinner. Lower values can create a darker, thicker
character.
• Key Track knob: Determine how the formant filter tracks notes on the keyboard. At
100%, filter resonances shift up or down in pitch with the note. Set to lower values to
reduce key tracking, which may make some sounds playable over a wider keyboard
range.
• Size knob: Stretch the formant filter to alter the perceived size of the resonant chamber.
Size works in conjunction with the Center knob.
• Center knob: Set the center frequency for the formant stretch that you set with the Size
knob. Resonances below the center frequency are shifted upward as the Size value
is increased. A corresponding downward shift occurs to resonances above the center
frequency.
Note: The Center knob has no effect when the Size knob is set to 100%.
Formant Synth
Formant Synth is an effect that applies a vocal formant effect to shape the timbre of the
synthesized sound.
• Shift knob: Shift the formants up or down in semitones. Higher values can make sounds
seem brighter or thinner. Lower values can create a darker, thicker character.
• Size knob: Stretch the formant filter to alter the perceived size of the resonant chamber.
Size works in conjunction with the Center knob.
• Center knob: Set the center frequency for the formant stretch that you set with the Size
knob. Resonances below the center frequency are shifted upward as the Size value
is increased. A corresponding downward shift occurs to resonances above the center
frequency. Note: The Center knob has no effect when the Size knob is set to 100%.
• Vowel knob: Morph smoothly through the four filter shapes: A, E, I, and O. The displayed
value indicates position. Whole numbers indicate a particular filter unit, and fractional
values indicate a position between filters.
Click one of the handles labeled A/B/C/D to select the source you want to edit.
Formant
Formant is an effect that allows you to shape the spectral content of a sound by
emphasizing or attenuating specific frequency bands.
• Shift knob: Shift the formant filter up or down in semitones. Higher values can make
sounds seem brighter or thinner. Lower values can create a darker, thicker character.
• Key Track knob: Determine how the formant filter tracks notes on the keyboard. At
100%, filter resonances shift up or down in pitch with the note. Set to lower values to
reduce key tracking, which may make some sounds playable over a wider keyboard
range.
• Center knob: Set the center frequency for formant stretching (controlled with the Size
knob). Resonances below the center frequency are shifted upward as the Size knob
value is increased. A corresponding downward shift occurs to resonances above the
center frequency.
Note: The Center knob has no effect when the Size knob is set to 100%.
Low/High Cut
Use the Low and High Cut knobs to shape the tonal characteristics of the sound. The Low
Cut and High Cut parameters work in conjunction with each other to act as a bandpass
filter, where signals that fall within the two cutoff ranges are allowed to pass.
• Low Cut knob: Set a cutoff frequency. All signals above this frequency are allowed to
pass. Signals below the frequency are cut.
• High Cut knob: Set a cutoff frequency. All signals below this frequency are allowed to
pass. Signals above the frequency are cut.
Blur
Blur produces a frequency-blurring effect.
Tip: Try a melodic loop with pitch variations to best hear the impact of this effect.
• Mix knob: Set the balance between the original signal and the processed sound.
• Length knob: Set the time period that frequencies are sustained (blurred over time).
• Variance knob: Set the degree of variation for frequency selection (frequencies that
are blurred).
• Gate knob: Adjust the volume threshold so that only frequency bands louder than
the threshold are played back. It’s similar to a noise gate but applied to each band
individually.
Cloud
Cloud produces what might best be described as a cloud of frequency grains, resulting in a
textured chorus effect.
• Mix knob: Set the balance between the original signal and the processed sound.
• Threshold knob: Set how many of the frequency bands have the effect applied to
them—the higher this value, the more bands are affected.
• Attack knob: Set the time it takes for frequencies emphasized by the Threshold setting
to fade in.
Tip: Experiment with drum loops to clearly hear the impact of the controls.
• Mix knob: Set the balance between the original signal and the processed sound.
• Interval knob: Set the number of semitones that the affected bands are shifted up.
• Feedback knob: Set the intensity of the effect. Higher settings emphasize harmonics,
creating metallic resonances.
Noise
Use Noise to fill spectral bins with filtered noise. The Low Cut and High Cut parameters
work in conjunction to act as a bandpass filter, where signals that fall within the two cutoff
ranges are allowed to pass.
• Low Cut knob: Set a cutoff frequency. All signals above this frequency are allowed to
pass. Signals below the frequency are cut.
• High Cut knob: Set a cutoff frequency. All signals below this frequency are allowed to
pass. Signals above the frequency are cut.
Sample Alchemy provides an extensive range of filter types, including lowpass, highpass,
comb, downsampler, and FM filters. Each filter type has unique sonic characteristics and
responds differently to incoming signals.
The filters in Sample Alchemy can also be modulated by an envelope, an LFO (low
frequency oscillator), or other modulation sources which allows them to be controlled over
time to create dynamic and evolving sounds. Modulation can be assigned in the Mod Matrix
pane. See Sample Alchemy Mod Matrix.
• Lowpass (LP): This filter type passes the portion of a signal below a specified cutoff
frequency and rolls off the portion above that frequency. See Sample Alchemy lowpass,
bandpass, and highpass filters.
• Bandpass (BP): This filter type passes a certain band of frequencies and rolls off
frequencies on either side of the band. See Sample Alchemy lowpass, bandpass, and
highpass filters.
• Highpass (HP): This filter type passes the portion of a signal above a specified cutoff
frequency and rolls off the portion below that frequency. See Sample Alchemy lowpass,
bandpass, and highpass filters.
• Comb PM: This filter mixes the original signal with one or more copies of the signal,
which are delayed by a very short time interval. See Sample Alchemy Comb PM filter.
• Downsampler: This filter creates a lo-fi digital effect (similar to a bitcrusher). See
Sample Alchemy downsampler filter.
• FM: This filter uses a modulator oscillator and a sine wave carrier oscillator. The modulator
oscillator modulates the frequency of the waveform generated by the carrier oscillator
within the audio range, thus producing new harmonics. See Sample Alchemy FM filter.
• Global button: Turn on the Global button and choose a filter type and configuration to
use for all sources, overriding their individual filter type settings.
• Gritty: Two-pole filters designed to saturate heavily at higher resonance (Res) settings.
• Res(onance) knob: Controls the filter resonance or emphasis. Higher settings boost
frequencies in the immediate vicinity of the cutoff frequency.
The Comb PM filter is useful for classic bright Karplus-Strong style sounds, where the
exciter impulse is not easily heard and the comb is more prominent. Be careful with your
resonance level because it is capable of quickly going to extremes, which can lead to
feedback. Start with a resonance level of zero, and increase (or decrease) slowly to find a
suitable effect strength.
Downsampling works by reducing the number of samples that are used to represent the
audio signal. This can be done by discarding some of the samples. The resulting audio
signal has a lower sample rate and a lower frequency range, which can give it a different
character or timbre.
• Mix: Set the balance between the original and filtered signals. High values result in
stronger downsampling.
FM in Sample Alchemy is more like working with FM on analog synths, where you are
modulating oscillator frequency rather than phase. As a result, Sample Alchemy’s FM is
great for adding different kinds of effects to your sound, as well as “organic” distorted
textures.
FM filter parameters
• Note: Set the carrier oscillator frequency.
• Mod: Set the degree to which the modulator (source audio) can modulate the frequency
of the carrier.
• Attack value: Drag up or down to set the time it takes for the envelope to reach the
initial level.
• Decay value: Drag up or down to set the time it takes for the envelope to fall to the
sustain level, following the hold phase or the initial attack time.
• Sustain value: Drag up or down to set the sustain level, which is held until you release
the note.
• Release value: Drag up or down to set the time it takes for the envelope to fall from the
sustain level to a level of zero after you release the note.
Sample Alchemy provides four LFOs and dedicated modulation and amplitude envelopes
that can also be assigned as modulation sources or targets in the Mod Matrix pane.
Use the Mod Matrix to control how the sound changes as you move handles up and
down the waveform using the Waveform Y modulator. Your keyboard modulation wheel,
aftertouch, pitch bend, velocity, and MIDI continuous controller features can also be
assigned as real-time control sources for Sample Alchemy parameters in the Mod
Matrix pane.
When a parameter is the target of one or more modulators, an orange modulation arc is
shown beside the blue value arc for the knob. This indicates that the knob is an active
modulation target and shows the modulation range. The amount of depth you assign in the
Mod Matrix pane determines how much a modulation source affects its target.
The Mod Matrix pane shows the modulators applied to the currently selected control in
Sample Alchemy. This is shown via the Target field at the top of the Mod Matrix pane as
well as by the dot that appears in the center of the currently selected knob.
• Target pop-up menu: Displays the selected target. Select a target from the menu
or click a parameter in the main Sample Alchemy interface to select it as new
modulation target.
• On/Off button: Turn the row of source modulation for the selected target on or off.
• Depth field: Drag vertically to set the maximum value or intensity of modulation. You
can also double-click the field to enter a numerical value.
When a parameter is the target of one or more modulators, an orange modulation arc is
shown beside the blue value arc for the knob. This indicates that the knob is an active
modulation target and shows the modulation range.
1. In the Source module in Logic Pro, click the Source pop-up menu and choose All to edit
all sources.
3. Click the first synth knob in the Synthesis module to select it.
4. In the Mod Matrix, click Waveform Y to open the Source pop-up menu, then choose
None to remove the current mapping.
5. Click the Mixer button to open the mixer, then click slider A to select it as the
modulation target in the Mod Matrix.
6. In the Mod Matrix, click the Source pop-menu and choose Waveform Y.
7. Adjust the Depth value in the Mod Matrix, and adjust the level of the mixer sliders to
fine-tune your sound.
After you record a motion sequence, it is automatically looped and remains tempo-
synchronized to your project. When you play back the sound, the Motion sequence you
recorded is visually replicated on the screen.
Add to your recording by making overdubs or manually setting the Loop Start and Loop End
points. If you’re unsatisfied with your recording, you can use the Clear button to erase the
motion recording and start over.
Tip: Instead of using Motion mode to record the movement of the handles, you
can record it directly to a region. After you record your performance, you can edit the
automation captured in the region to suit your project.
• Clear button: Delete the motion recording. This button only appears after a motion
recording has been made.
• Timeline: Displays the playback position of the latest note, with beat markers as
the axis.
• Loop Start: Set the motion playback loop start point in beats.
• Loop End: Set the motion playback loop end point in beats.
• Duration: Set the duration of the recording in beats. Changing this value will stretch the
motion recording and loop start and end positions accordingly.
2. Move the source handles as required for the duration of the recording.
3. Release the handles to automatically stop the recording, or click the Stop button.
5. Play a MIDI note to listen to and visualize your motion recording. You can now switch to
Play mode if you want. Any movement of the handles shifts your motion recording up/
down/left/right.
When you click or drag markers and handles in the waveform display, you can trim the
waveform more accurately by choosing a Snap value, which allows you to snap the markers
to a transient or beat.
• Snap pop-up menu: Choose a Snap value. In Play mode and Motion mode, this affects
the movement of source handles. In Trim mode, the Snap value affects edits to loop
start and end markers in the waveform display. The following options are available in the
Snap pop-up menu:
• Auto: The Snap value is automatically set to the best value based on the selected
mode and the sample.
• Zoom in/out: Use the pinch gesture on your Trackpad to zoom in and out of the
waveform.
• Click the start marker then, drag it left or right to set the start position of the sample.
• Click the end marker then, drag it left or right to set the end position of the sample.
Note: You can use the pinch gesture on your Trackpad to zoom in and out of the
waveform for more precise editing. If you zoom in close to the waveform, swipe to the
left or right to see the start or end markers.
• More button: Open or close the More menu to choose a number of global, sample, and
MIDI handling options.
Global settings
• Volume: Set the volume level of the preset.
• Glide: Set the portamento rate. Glide causes slides from one note pitch to the next.
• Play Mode: Determine how new notes are treated. This parameter interacts with the
Polyphony and Glide controls.
• Always: If the Polyphony value is 1, a trigger is generated at the start of each legato
group, and portamento occurs at the start of every note. For all other Polyphony
values, a trigger is generated at the start of every note, and portamento occurs at
the start of every note.
• Retrigger: A trigger is generated at the start of every note, and portamento occurs at
the start of every note.
• Legato: If the Polyphony value is 1, a trigger is generated at the start of each legato
group, and portamento occurs at the start of each legato group. For all other
Polyphony values, behavior is unchanged when you play single notes. When you play
a chord, each note of the chord is triggered individually.
• Pitch Bend: Set the maximum range for upward and downward pitch bend modulation,
typically performed with your keyboard pitch bend wheel.
• Output Limiter: Turn the output limiter on or off. The output limiter manages the
maximum output level of Sample Alchemy, preventing distortion and clipping.
• Pitch Lock: Lock the pitch of the sample to the root key. If you import an audio file
containing notes with various pitches, Pitch Lock allows you to lock them all to a single
note. After this, you can play Sample Alchemy (for example, with a MIDI keyboard), and
it will play the notes you hold down, not the differing pitches within the sample.
• Tempo: Set the tempo (shown in beats per minute) of the sample, or choose None if the
sample is not rhythmic.
• Derive Tempo from Loop Length: Calculate a tempo for the audio file based on the
length of the sample between trim handles.
MIDI settings
• MIDI Mono Mode (MPE): You can choose the settings for MIDI Mono Mode:
• MIDI Mono Mode: Choose Off, On (Common Base Channel 1), or On (Common Base
Channel 16). In either mode, each voice receives on a different MIDI channel. Per-
voice channels support pitch bend, aftertouch, modulation wheel, and controller
assignment messages.
• Pitch Bend Range: Set a value from 0 to 96. The chosen pitch bend range affects
individual note pitch bend messages received on all but the Common Base Channel.
The default is 48 semitones. When using a MIDI guitar, 24 semitones is the
preferable setting because most guitar-to-MIDI converters use this range by default.
• MIDI Assign: You can choose one of four different modulation sources from the MIDI
submenu. Ctrl A/B/C/D can be assigned to modulation targets in the Mod Matrix pane.
These are ideal for adding breath and foot controller modulations.
• Ctrl A–D: Set the MIDI continuous controller that is assigned to Ctrl A–D.
Audio files, called samples, are combined into tuned, organized collections called sampler
instruments. A sampler instrument is the file type that is loaded into Sampler with the
plug-in Settings pop-up menu. When you choose a sampler instrument, the associated
audio files are automatically located on the hard disk (or disks) and are loaded into your
computer’s RAM. You play and record the loaded sampler instrument in the same way as
any software instrument.
Because sampler instruments are based on audio recordings, they are ideally suited to
emulating real instruments such as guitars, pianos, and drums. Sampler provides an
extensive library of sampler instruments that includes these and many other sounds.
Sampler is fully compatible with EXS instrument libraries.
You can also use Sampler to edit and create your own sampler instruments. You can quickly
assign samples to specific key and velocity ranges in existing or new sampler instruments
by dragging them into Sampler. You can graphically resize and move individual samples or
groups of samples, as well as assign a number of playback parameters to a single sample
or a group of samples.
Sampler is a flexible synthesizer in its own right. You can create expressive sounds by
using any sample as a basic synthesizer waveform, which you can then process with an
extensive collection of filters and modulators. If you’re new to the concepts and use of
synthesizers and samplers, see Synthesizer basics overview.
You can use Sampler as a mono, stereo, or surround instrument, and can route loaded
samples to multiple audio outputs. This lets you independently process individual drum
sounds in a drum kit, for example. If you want to play and edit a single sample instrument,
try using Quick Sampler.
The Sampler interface is contained in a single scrolling window, with shortcut buttons
shown in the Navigation bar at the top. You can show or hide sections (panes) of
the interface and can use the Navigation bar buttons to resize and quickly navigate
between panes.
• Synth pane: This pane contains synthesis options that you use to set global pitch, filter,
pan and volume settings for your sounds. See Sampler Synth pane and Sampler Synth
Details.
• Mod Matrix pane: This pane contains modulation routing options that you can configure
to affect the playback of your sounds. See Use the Sampler Mod Matrix.
• Modulators pane: This pane contains LFO and envelope modulators that you use to
control the pitch, amplitude, and filter settings of your sounds. These modulators can
be routed to parameters in the Mod Matrix. See Sampler modulation overview.
• Mapping pane: You use this pane to create and edit sampler instruments, and to set and
control group and zone parameters. See Sampler Mapping and Zone pane overview.
• Zone pane: You use this pane to edit individual samples (zones) within sampler
instruments. See Sampler Zone pane.
• Click the yellow LED inside a navigation button to hide the corresponding pane.
• Click the navigation button of a hidden pane to show the pane and automatically
scroll to it.
• Double-click the navigation button of a vertically expanded pane to reduce the pane
to its default height or to a height that you have set.
Tip: You can resize panes vertically by moving the pointer over the boundary
between panes until it becomes a handle, then dragging the handle.
• Action pop-up menu: Choose commands used to manage synthesizer parameter and
mapping data.
Note: You can directly drag one or more samples onto the Navigation bar to create new
groups and zones. See Create zones with drag and drop.
These commands include functions that were used in the precursor to Sampler, the EXS24
mkII. To explain, the former EXS Instrument is now known as a mapping. The former EXS
Setting is now referred to as synth parameters. If you prefer to work with these elements,
you can use the Navigation bar Action pop-up menu commands.
• Initialize Synth Parameters: Recalls a neutral setting for all parameters in the Synth,
Mod Matrix, and Modulators panes. This provides a clean slate when you are adjusting
the parameters of your sampler instrument.
• Copy Synth Parameters without Mapping: Copies all current parameter values from the
Synth, Mod Matrix, and Modulators panes to the Clipboard.
• Paste Synth Parameters without Mapping: Pastes all parameter values of the Synth, Mod
Matrix, and Modulators panes stored in the Clipboard into another sampler instrument.
Note: This does not affect the mapping of the target instrument.
• Import Synth Parameters without Mapping: Choose an instrument to use as a source for
Synth, Mod Matrix, and Modulators pane parameter values.
Note: This does not affect the mapping of the target instrument.
• New Mapping: Creates a new, empty mapping that can be used as a source (template)
for your sampler instruments.
Note: This does not affect existing Synth, Mod Matrix, and Modulators pane
parameter values.
Note: This does not affect the Synth, Mod Matrix, and Modulators pane parameter
values of the target instrument.
• Drag vertically on the scrollbar at the right edge of the Sampler window to move
between panes.
Each pane provides one or more transparent scrollbars that you can drag to move
vertically or horizontally within the pane.
Note: Scrollbars are shown only when the pane or Sampler window content exceeds the
display area size.
• Use a two-finger vertical swipe to scroll with the trackpad, or a single-finger vertical
swipe with a Magic Mouse to vertically scroll a pane (except the Zone pane) or to scroll
the Sampler window.
• In the Mapping or Zone panes, use a two-finger horizontal swipe with the trackpad, or a
single-finger horizontal swipe with a Magic Mouse to horizontally scroll.
• In the Zone pane, use a two-finger vertical swipe to zoom with the trackpad, or a single-
finger vertical swipe with a Magic Mouse to zoom the waveform.
Tip: You can double-click any pane button in the Navigation bar to quickly switch
between a maximized view and the current view of that pane.
• Drag vertically on the top or bottom edge of the Sampler window to change the
window height.
• Drag horizontally on the left or right edge of the Sampler window to change the
window width.
• Drag diagonally on any corner of the Sampler window to change both the window height
and width.
A resize handle is shown when you move the pointer over any edge or corner of the
Sampler window.
• Double-click the name at the top of any pane to change its height.
• Drag vertically on the top or bottom edge of a pane to change the pane height.
A resize handle is shown when you move the pointer over the boundary between panes.
The adjacent pane is also resized.
Tip: You can double-click any pane button in the Navigation bar to quickly switch
between a maximized view and the current view of that pane.
2. Browse to the instrument family, App Presets, or other folder, then choose the sampler
instrument you want to play or edit.
• In the plug-in header, click the Previous and Next buttons (the arrows).
If Sampler is in focus, you can also use the following key commands:
Tip: You can also browse through your sampler instruments by using your MIDI
keyboard. You can assign a MIDI event, such as a MIDI note, control change, or program
change to select the previous or next sampler instrument in Sampler settings.
1. In the MainStage Sampler plug-in header, click the plug-in Settings pop-up menu.
3. Enter your search term, then click OK or press Return. Enter “bass” to try this.
The Settings pop-up menu now displays only instruments that contain your search term.
4. Click the Settings pop-up menu, then browse to the instrument family, App Presets, or
other folder, and choose the sampler instrument you want to play or edit.
5. Click Clear Search Filter to show all instruments in the Settings pop-up menu.
• Choose the Quick Sampler setting name from the Sampler plug-in Settings pop-up
menu. Use the Load menu item to browse to the default location: ~/Music/Audio Music
Apps/Plug-In Settings/Quick Sampler.
The Quick Sampler sound is loaded as a group containing one or more zones. You can
now edit, process, and handle the content as you would with any group or zone.
• Choose Sampler from the Instrument pop-up menu on an instrument channel strip that
contains a Quick Sampler instance.
This replaces Quick Sampler with Sampler on the channel strip, and the sound is
automatically loaded as a group containing one or more zones.
• Save: Saves the currently loaded sampler instrument. When you create a new
instrument and save it for the first time, you are asked to provide a name. If you have
edited an existing sampler instrument and use this command, Sampler uses the existing
filename and overwrites the original instrument. You can also use the Save Instrument
key command.
• Save As: Saves the currently loaded sampler instrument, but you are prompted to
provide a different filename. Use this command when you want to save a copy or
multiple versions of an edited sampler instrument, rather than overwriting the original
version. Like the Save A Copy As command, this command may be useful when you
want to save a Sampler setting (including audio data) that is unique to a specific
project. Storing this in a location outside of the App Presets library or user folders may
also be practical for sharing a copy of your Sampler setting (with or without audio data)
with a colleague or friend.
• Click the “Save with audio data” checkbox to duplicate the samples and place them
in a folder named after the Sampler setting file.
For example, the save location is the default User Library, the instrument files
(.exs) are placed in the Sampler Instruments folder. The audio files are placed in
a subfolder named after the plug-in setting. This subfolder is placed in a Samples
folder. The original audio files are not touched or moved.
• Click the Consolidated checkbox to consolidate the saved samples into a minimum
number of audio files of the CAF file type. This option is available only when the
“Save with audio data” checkbox is selected.
• Save A Copy As: Saves a copy of the currently loaded sampler instrument. You are
prompted to provide a different filename. Use this command when you want to save a
copy or multiple versions of an edited sampler instrument, rather than overwriting the
original version.
• Click the “Save A Copy with audio data” checkbox to duplicate the samples and
place them in a folder named after the Sampler setting file.
For example, the save location is the default User Library, the instrument files
(.exs) are placed in the Sampler Instruments folder. The audio files are placed in
a subfolder named after the plug-in setting. This subfolder is placed in a Samples
folder. The original audio files are not touched or moved.
• Click the Consolidated checkbox to consolidate the saved samples into a minimum
number of audio files of the CAF file type. This option is available only when the
“Save A Copy with audio data” checkbox is selected.
• Save As Default: Saves the currently loaded sampler instrument as the default
instrument. This instrument serves as a template for future sampler instruments and
is used when you create a new instrument. It is also used when you choose the Recall
Default command in the plug-in Settings pop-up menu.
If you’re new to the concepts and use of synthesizers, see Synthesizer basics overview.
You can use the Modulators pane to assign and adjust the LFOs and envelopes which
control synthesizer and other parameters and can use the Mod Matrix pane to set up
modulation routings. See Sampler modulation overview.
You can adjust and control individual samples (zones), or grouped samples, in the Mapping
and Zone panes. See Sampler Mapping and Zone pane overview.
Double-click a parameter value field to enter in a new value. Press Return to complete
the operation.
• Details button: View or hide a slide-out pane which provides additional synthesis
parameters. See Sampler Synth Details.
• Tune knob and field: Raise or lower the pitch of the sampler instrument in semitone
increments. At the default (zero) position, no pitch change occurs.
• Fine knob and field: Tune the sampler instrument in cent increments—1/100 of a
semitone. Use this parameter to correct samples that are slightly out of tune.
• Filter On/Off buttons: Turn each filter section on or off. Each filter can have an
independent or shared envelope, defined in the Mod Matrix pane. Disabling the filter
section makes it easier to hear adjustments to other sound parameters because the
filter always heavily affects the sound.
• Filter Type pop-up menu: Choose the type and slope of the filter. See Sampler
filter types.
• In a lowpass filter, the higher the cutoff frequency is set, the higher the frequencies
of signals that are allowed to pass.
• In a highpass filter, the cutoff frequency determines the point where lower
frequencies are suppressed, with only upper frequencies allowed to pass.
• Resonance knob: Boost or cut the frequency area surrounding the cutoff frequency.
Very high Resonance values introduce self-oscillation, causing the filter to produce an
audible sine wave.
• Drive knob: Overdrive the filter input, leading to a denser, more saturated signal, which
introduces additional harmonics. Drive affects each voice independently. When every
voice is overdriven individually—like having six fuzz boxes for a guitar, one for each
string—you can play extremely complex harmonies over the entire keyboard range.
They’ll sound clean, without unwanted intermodulation effects spoiling the sound.
Some Drive settings lead to a different tonal character. The way analog filters behave
when overdriven forms an essential part of the sonic character of a synthesizer. Each
synthesizer is unique in the way its filters behave when overdriven. Sampler is flexible in
this regard, allowing tonal colors that range from a subtle fuzz to a hard distortion.
• Series button: Turn on to pass the signal through the first filter, which forwards this
filtered signal through Filter 2. The output signal of Filter 2 is then sent to the input
of the dynamic stage (Amplifier section).
• Parallel button: Turn on to pass the signal through both filters. If the Filter Blend
knob is set to the center position, you’ll hear a 50/50 mix of the signal, routed via
Filter 1 and Filter 2. The output signals of the two filters are mixed, then sent to the
input of the dynamic stage (Amplifier section).
Tip: If one of the two filters is turned off (bypassed), you can mix the original
signal and the filtered signal to create a simple phaser effect, for example.
• Filter Blend knob: Set the balance between Filter 1 and Filter 2 in parallel mode. See
Crossfade between Sampler filters.
• Volume knob: Set the overall output signal level of Sampler. The levels of individual
samples or groups of samples are set in the Mapping and Zone panes.
• Pan knob: Set the pan position—or balance—of the Sampler output signal.
• Add Modulation: Use to create a new modulation routing in the Mod Matrix pane and
choose the Source parameter from the pop-up menu.
• Show Modulation: Use to highlight all existing modulation routings that use the
parameter by activating the view filter in the Mod Matrix pane. See Use the Sampler
Mod Matrix.
Click the Details button to view or hide the Synth Details slide-out pane.
• Double-click a parameter value field to enter a new value. Press Enter to complete
the operation.
Note: In Legato mode, Glide is active only on tied notes and envelopes are not
retriggered when tied notes are played. In other words, playing a series of tied notes
results in only a single envelope trigger. In Mono mode, Glide is always active and the
envelopes are retriggered by every note played. See Use Sampler Unison, Mode, and
Polyphony parameters.
• Pitch Bend Up/Down pop-up menus: Set the upper and lower limit of pitch bends in
semitones. A value of 0 disables pitch bends.
Note: When you choose Linked in the Pitch Bend Down pop-up menu, the bend range is
identical in both directions. For example, if you assign an upward bend of 4 semitones,
the downward bend is also set to 4 semitones, resulting in a combined bend range of 8
semitones (9, if you include the standard pitch, or no bend position).
• Transpose field: Use to transpose the MIDI input value in semitone increments.
• Sample Select Random field: Set the range of randomization values for Sample Select
modulation. This is useful for instruments with multiple layered zones as it can emulate
the subtle tonal fluctuations caused by changes in playing technique. You can also use
it to switch wildly between samples for more extreme sonic results.
• Velocity Random field: Set the range of randomization values for velocity modulation.
This is useful for emulating tonal variations in instruments when played, struck, or blown
at different levels.
• Amp Velocity Curve field: Use to determine how Sampler responds to incoming velocity
values. Negative values increase the responsiveness to soft key strikes, and positive
values decrease responsiveness.
• Velocity Offset field: Use to increase or decrease incoming MIDI note velocity values,
expanding or limiting the dynamic response to MIDI note events.
• Ignore Release Velocity button: Turn on to play samples at a note-off velocity level that
is equal to the note-on velocity level. Turn off to control the note-off velocity level with
a suitably-equipped MIDI keyboard. If your keyboard cannot send note-off velocity data,
Logic Pro ignores the Ignore Release Velocity setting, and the note-off velocity level is
always equal to the note-on velocity level.
Note: This parameter applies to the release trigger function of the Gigasampler format,
and should be turned on for this purpose.
• Amp Key Scale field: Set the amount of level modulation by keyboard position. Negative
values increase the level of lower notes. Positive values increase the level of higher
notes. This is useful when you are emulating a number of acoustic instruments, where
lower-pitched notes are often louder than high notes.
• Polyphony field: Set the maximum number of keys that can be played simultaneously.
See Use Sampler Unison, Mode, and Polyphony parameters.
• Mode pop-up menu: Switch between legato, monophonic, and polyphonic behaviors.
• Unison pop-up menu: Set the number of unison voices or turn unison mode off.
• Random Detune field: Set the amount of random detuning applied to each voice. Use
this parameter to simulate the tuning drift of analog synthesizers or to thicken the
sound. Random Detune is also effective when you are emulating various stringed
instruments.
• Used Voices field: Shows the number of playing voices in real time.
In Unison mode, multiple voices are played when you play a key. You can use this to
achieve a richer sound, particularly when you also use the Random Detune parameter
to slightly detune each voice. This is ideal when you are emulating classic analog
synthesizers, and is also useful for stringed instruments.
You can use the Mode pop-up menu to determine the keyboard mode. This changes the
way Sampler responds when you play one or multiple notes on your keyboard.
Voices are equally distributed in the panorama field and are evenly detuned. You can use
the Random Detune field to determine the amount of tuning deviation between voices.
Note: The number of voices actually used for each note you play increases with the number
of layered sample zones. For example, a sampler instrument that contains four layered
zones will use four voices when you play a key. This is shown in the Used Voices field in
real time.
• In Legato mode, only one note can be played at a time. The envelope generators are
retriggered only if you play staccato—releasing each key before playing a new key.
• In Mono mode, sample playback and envelopes are always retriggered regardless if
you play staccato, or in a legato style—play a new key while holding another.
Note: In many classic monophonic analog synthesizers, the behavior in Legato mode is
referred to as single trigger, while Mono mode is referred to as multi trigger.
1. Choose Mono or Legato from the Mode pop-up menu, depending on the keyboard mode
you want to use.
2. Set the number of unison voices with the Unison pop-up menu.
The intensity of detuning—voice deviation—depends on the value you set with the
Random Detune field. See Sampler Synth Details.
2. Set the number of unison voices with the Unison pop-up menu.
In Poly/Unison mode, each note you play is effectively doubled. These two voices are
heard when you play each note.
• Drag vertically in the Polyphony field to determine the maximum number of notes that
you can play.
When you play the keyboard, the Used Voices field shows the number of voices in use.
The number of voices actually used for each note you play increases with the number of
layered sample zones.
The Filter Blend parameter is available as a modulation target in the Mod Matrix pane. You
can use manual control sources, such as the modulation wheel, to change the filter blend;
but the Filter Blend target can also be used creatively, to rapidly switch or smoothly fade
between the two filters, using an LFO or velocity, or both, as a modulation source.
Note: Both filters must be turned on. If only one filter is active, you will hear a
crossfaded mix of the original signal and the filtered signal.
• Set Filter Blend to the leftmost position to hear only the effect of Filter 1.
• Set Filter Blend to the rightmost position to hear only the effect of Filter 2.
• In between these positions, the filters are crossfaded. You hear the effect of
both filters.
2. In the new modulation routing, choose Filter Blend in the Target pop-up menu, and LFO
2 in the Source pop-up menu.
Sampler filters
• Lowpass (LP): This filter type passes the portion of a signal below a specified cutoff
frequency and rolls off the portion above that frequency.
• Bandpass (BP): This filter type passes the portion of a signal occupying a band
surrounding the cutoff frequency and rolls off the portions above and below that band.
• Highpass (HP): This filter type passes the portion of a signal above a specified cutoff
frequency and rolls off the portion below that frequency.
• Band reject (BR): This filter type cuts a narrow band around a resonant frequency. The
remainder of the signal is affected minimally.
• Peaking: This filter type boosts a narrow band around a resonant frequency. The
remainder of the signal is affected minimally.
There are multiple two-pole, four-pole, multi-pole state-variable and analog-modeled LP,
BP, and HP filter designs in Sampler, each with distinctive characteristics that you may
prefer for a given purpose. The available LP, BP, and HP filter designs include Creamy,
Edgy, Gritty, Lush, Lush (Fat), and Sharp variants.
The three principal filter controls have standard functions for all filter types.
• Drive: Allows the filter to be overdriven; the precise effect varies with each filter design.
Sampler Modulation
If you’re new to the concepts and use of synthesizer modulators, see Modulation overview.
• Mod Matrix pane: Use to create a modulation routing where you can link a modulation
Source, such as an envelope, to a modulation Target, such as the filter. You can use
up to twenty modulation routings in your sampler instruments. See Use the Sampler
Mod Matrix.
• Modulators pane: You can use the modulators, which include the LFOs and envelopes,
to control your sounds. See Sampler LFO overview and Sampler envelopes.
You can use up to twenty modulation routings of Source, Via, and Target—arranged
in horizontal rows—simultaneously. You can select the same target in several parallel
modulation routings, and you can also use the same Sources and the same Via controllers
in multiple modulation routings of different Targets.
You can set the modulation intensity—how strongly the target parameter is influenced by
the source parameter—with the Amount slider to the right of the modulation routing Source
and Target.
The intensity of the modulation can itself be modulated: The Via parameter defines a
further modulation source, which you can use to control the modulation intensity. When
Via is active, you can specify upper and lower limits for the modulation intensity. See Use
Sampler via sources.
Details on available Sources, Targets, and Via sources are found in Sampler modulation
Sources, Sampler modulation Targets, and Sampler modulation Via sources.
• Filter On/Off button: Turn on the Mod Matrix view filter to restrict the display of
modulation routings to match the criteria set in the Filter pop-up menu.
Note: This is a visual filter only. It does not remove or disable non-matching
modulation routings.
• Filter by Source/Via: Only routings that contain the matching Source or Via source
are shown.
• Filter by Target: Only routings that contain the matching Target are shown.
• Always select last clicked: The filter criteria is automatically set to show only
routings that contain the matching Source, Via source, or Target of the most recently
clicked parameter.
Note: Only parameters that can be selected as Sources, Via sources, or Targets in
the Mod Matrix pane can be clicked.
• Column sort buttons: Use to alphabetically sort all visible Source, Target, or Via
routings. Click again to reverse the sort order.
• On/Off button: Turn on the modulation routing, or turn off to disable (bypass) it, without
losing settings.
• Source pop-up menu: Choose the parameter you want to use as the modulator of the
Target parameter.
• Inv button: Invert the effect of the modulation Source. A negative value becomes
positive, and vice versa.
• (Max) Amount parameter: Drag to set the maximum modulation intensity when a Via
source is active.
• (Min) Amount parameter: Set the modulation intensity. When a Via source is active,
this field sets the minimum modulation intensity with the Via controller set to its
minimum value.
• Amount parameter: Drag to set the modulation intensity. Drag either handle when a Via
source is active. Drag the area between handles to move both.
• Via pop-up menu: Via defines a further modulation source, which is used to control the
modulation intensity. See Use Via sources in Sampler.
• Inv button: Invert the effect of the Via modulation source. A negative value becomes
positive, and vice versa.
Tip: You can Control-click any target parameter in the Synth pane to open a shortcut
menu where you can directly add a modulation source. This creates a new modulation
routing with the chosen source and target parameters in the Mod Matrix.
2. Choose the parameter you want to modulate from the Target pop-up menu.
Note: Sampler will automatically create a corresponding Envelope or LFO if it does not
exist in the Modulators pane. For example, choosing LFO 3 from the Source or Target
pop-up menu will create LFO 3 in the Modulators pane.
2. Click the Minus button (—) at the top right of the Mod Matrix pane to delete the
modulation routing.
This completely removes the routing from the Mod Matrix pane.
1. In MainStage Sampler, click the Filter On/Off button at the top left of the Mod Matrix
pane to enable view filtering.
2. Choose the modulation routing criteria from the Filter pop-up menu at the top left of the
Mod Matrix pane.
• Only routings which contain Targets or Sources that match the criteria are shown in
the Mod Matrix pane.
• If you choose the Select last clicked entry, the view filter follows the most recently
edited or clicked source or target parameter, and displays routings which use this
Source or Target in the Mod Matrix pane.
• When the view filter is active, adding a modulation routing automatically adds a
Source or Target that matches the current view filter criteria. For example, if the view
filter criteria is LFO 1, creation of a new modulation routing will automatically add
LFO 1 as a source.
Tip: You can Control-click any target parameter in the Synth pane to open a
shortcut menu where you can choose the View Modulation command. This chooses the
parameter as the modulation routing criteria from the Filter pop-up menu and turns on
the view filter in the Mod Matrix pane.
For further control, you can modulate the amount of modulation by using the Via pop-up
menu to define a further modulation source that controls the modulation intensity.
If you choose a value other than None from the Via pop-up menu, the Amount slider
displays two handles.
• The left Amount slider handle (Min Amount) defines the minimum modulation intensity,
when the assigned Via controller—the modulation wheel, for example—is set to its
minimum value.
• The right Amount slider handle (Max Amount) defines the maximum modulation
intensity when the assigned Via controller is set to its maximum value.
• The area between the two Amount slider handles defines the modulation range of the
Via controller.
2. Choose the target parameter you want to modulate from the Target pop-up menu.
Note: Sampler will automatically create a corresponding Envelope or LFO if it does not
exist in the Modulators pane. For example, choosing LFO 3 from the Source or Target
pop-up menu will create LFO 3 in the Modulators pane.
4. Choose the modulation source that you want to use for control of modulation intensity
from the Via pop-up menu.
A second slider handle is created and is placed on top of the Amount slider handle.
5. Move the pointer to the right of the overlapped slider handles, then drag toward the
right to set the maximum modulation intensity.
You will see the second Amount slider handle (Max Amount) and a range appear as
you drag.
6. Drag the left Amount slider handle (Min Amount) to set the minimum modulation intensity.
Tip: If the area between the handles is too small to grab, adjust the Amount and Via
Amount slider value fields by the same number to move the area.
• When using a modulation routing with no active Via source in the Mod Matrix pane:
• Double-click to the right of the second Amount slider handle (Max Amount) to set
the maximum modulation amount value to zero.
Sampler LFOs
You can use all Sampler LFOs polyphonically or monophonically. When used polyphonically,
this means that modulation of multiple voices is not phase-locked. The LFOs can also be
key-synced—each time you play a key, LFO modulation of this voice is started from zero.
When you use LFOs monophonically, modulation is identical for all voices. For example,
imagine a chord you are playing on the keyboard is using LFO 2 to modulate pitch, which
you set up in the Mod Matrix. In this situation, the pitch of all voices in your played chord
rise and fall synchronously.
You can set all LFOs to either oscillate freely or to be synchronized with the MainStage
tempo, in values ranging between 32 bars and 1/128th triplets.
You can fade LFOs in or out automatically with the built-in ramp generator available in
each LFO.
LFO parameters
Double-click a parameter value field to enter a new value. Press Return to complete the
operation.
• Minus button (—): Highlight the modulator you want to remove, then click the button to
delete the modulator from the Modulators pane.
• + LFO button: Add an LFO to the Modulators pane. Up to four LFOs can be used.
• Waveform pop-up menu: Choose the LFO waveform. For details about how to use them,
see Sampler LFO waveforms.
• Sync button: Turn on to synchronize the LFO with the project tempo. The note icon is
illuminated when active.
• Rate field: Use to set the frequency, or speed, of LFO modulation. The value is shown in
note values when the Sync button is active. See Set the Sampler LFO rate.
• Fade field: Use to set the time it takes for LFO modulation to fade in or fade out,
depending on which Fade button is active. See Use the Sampler LFO ramp generator.
• Fade In or Fade Out button: Click to set an LFO fade-in or fade-out. Use the Fade field
to set the fade duration.
• Waveform display: Shows the current LFO waveform. Drag horizontally to set the
frequency, or speed, of LFO modulation.
• Mono or Poly button: Set the LFO to run monophonically or polyphonically. Mono results
in identical modulation of all voices. Poly provides independent modulation of each voice.
• Unipolar or Bipolar button: Run the LFO waveform in one pole (positive) or two pole
(positive and negative) mode.
• Key Trigger button: Turn on key sync for the LFO. Each time you play a key, the LFO
waveform is restarted from the start point.
Tip: Try different waveforms while a modulation routing of Pitch is engaged and running
to better understand how they affect the sound.
Waveform Comments
Triangle Well-suited for subtle modulations, particularly on pad, string, and other
sustained sounds.
Sawtooth Well-suited for helicopter and space gun sounds. Intense modulations
of pitch with a bipolar sawtooth wave lead to bubbling sounds. Intense
sawtooth modulations of lowpass filter cutoff and resonance create
rhythmic effects. Interesting results can be generated by changing the
start point of the modulation cycle with the Phase field.
Square Use of square/rectangle waves periodically switches the LFO between two
values. The upper wave cycle switches between a positive value and 0.
The lower wave cycle switches between a positive and a negative value
set to the same amount above or below 0. You can achieve an interesting
effect by modulating the Pitch target with a suitable modulation intensity
that leads to an interval of a fifth.
Random The two Random waveforms output random values. A random value is
selected at regular intervals, as defined by the LFO Rate parameter. The
Random waveform steps between randomized values (rapid switches
between values). The Smoothed Random wave moves more fluidly
between values.
Tip: A random modulation of Pitch leads to an effect commonly referred
to as a random pitch pattern generator or sample and hold. Try using very
high notes, at very high rates and high intensities—you’ll recognize this
well-known effect from hundreds of science fiction movies.
• To fade in the modulation: Click the Fade In button, then vertically drag the Fade field to
a value greater than zero.
The higher the value, the longer the delay time before the LFO modulation starts.
• To fade out the modulation: Click the Fade Out button, then vertically drag the Fade
field to a value greater than zero.
The higher the value, the longer the fade out time for the LFO modulation.
1. In MainStage Sampler, click the Mod Matrix button in the Navigation bar to view the
Mod Matrix pane.
3. In the modulation routing, choose Pitch in the Target pop-up menu and choose LFO 1 in
the Source pop-up menu.
Tip: Chaotic and fast modulations of frequencies (choose Pitch from the Target pop-
up menu) by any LFO source—with a delayed Random waveform, a high Rate, and short
fade-out time—are ideal for emulating the attack phase of brass instruments.
7. Click the Fade In button, then vertically drag the Fade field to a value greater than zero.
Use the Rate parameter to set the respective LFO to run freely at any speed, or
synchronized with the project tempo when the Sync button is enabled.
• In the LFO you want to use, make sure the Sync button is turned off, then drag the Rate
field vertically or the Waveform display horizontally to set a value.
The rate is displayed in rhythmic values. Synchronized rates range from speeds of
1/128th triplets to a periodic duration of 32 bars. Punctuated values are also available.
ENV 1 is hard-wired to Amplitude and defines changes in level over time—for each note
that you play. You can also use ENV 1 as a source for other modulation targets in the
Mod Matrix pane.
Envelope parameters
Double-click a parameter value field to enter a new value. Press Return to complete
the operation.
• Minus button (—): Highlight the modulator you want to remove, then click the button to
delete the modulator from the Modulators pane.
• + ENV button: Add an envelope to the Modulators pane. Up to five envelopes can be
used. ENV 1 is hard wired to amplitude and is always visible.
• Envelope display: Use to control your instruments over time. Drag points (handles) or
lines in the display, or drag vertically in fields, to adjust envelope parameter values.
• Envelope Type pop-up menu: Choose the envelope shape that you want to use. This
changes the appearance and available parameters shown in the envelope display. The
envelope types shown are abbreviations for the controls in the envelope shape: AR is
an envelope that provides Attack and Release controls. AHDSR provides Attack, Hold,
Decay, Sustain, and Release parameters.
• Delay field: Drag vertically to set the time before the envelope attack phase begins.
This setting is useful for sounds such as tambourines which have a noise element that
precedes the shake or hit.
• Attack handle and field: Drag the handle horizontally to set the time it takes for the
envelope to reach the initial level. Drag the field vertically.
• Hold handle and field: Drag the handle horizontally to set the time that the full level
is held, following the attack phase, before the decay phase begins. Drag the field
vertically.
• Decay field: Drag vertically to set the time it takes for the envelope to fall to the sustain
level, following the hold phase or the initial attack time.
• Drag the Decay/Sustain handle horizontally to set the time it takes for the envelope
to fall to the sustain level, following the attack/hold phase. Drag vertically to set the
sustain level, which is held until you release the key.
• If the Sustain level parameter is set to its maximum value, the Decay parameter has
no effect.
• If the Sustain level is set to its minimum value, the Decay parameter defines the
duration or fade-out time of the note.
Note: If you release the key before the decay phase has finished, the envelope
moves immediately to the release phase.
• Sustain field: Drag vertically to set the sustain level, which is held until you release
the key.
• Release handle and field: Drag the handle horizontally to set the time it takes for the
envelope to fall from the sustain level to a level of zero. Drag the field vertically.
• Vel slider: Set the sensitivity of amplitude envelope modulation in response to incoming
velocity data.
• If the Vel slider is set to zero, the envelope outputs its maximum level when you
strike the keys at any velocity.
• At a Vel slider value of 100%, the entire dynamic range is under velocity control.
To explain, raising the slider value reduces the envelope minimum amplitude, with
the difference being dynamically controlled by keyboard velocity. For example, when
you set the Vel slider to 25%, the minimum envelope amplitude is reduced to 75%.
The remaining 25% is added in response to the velocities of keys you play. So, a key
played with a zero velocity results in an envelope amplitude of 75%. A key played
with a MIDI velocity value of 127 will result in an envelope amplitude of 100%. When
you raise the Vel slider value, the minimum amplitude decreases even further.
Target Comments
Bit Resolution Modulates the bit depth. This lets you create lo-fi sound effects. For
example, using an envelope to make a sustained sound break up over time.
Sample Start/End Modulates the sample start or end time. This allows you to trigger a
drum loop partway through, for example. Modulation of both could create
interesting chopping or semi gated effects.
Loop Start/End Modulates the loop start or end time. This allows you to cycle different
sized portions of a drum loop, for example.
Loop Position Modulates the loop position. This moves the entire looped portion of the
sample without changing the loop length.
Flex Speed Modulates the Flex Speed parameter value, when Flex is enabled. You
could use this to double or halve the synchronized playback speed of
audio, enabling creative rhythmic effects.
Pitch Modulates the frequency (pitch) of the loaded sampler instrument. If you
select an LFO as the source, this target leads to siren or vibrato sounds.
Select one of the envelope generators with zero attack, short decay, zero
sustain, and short release as the source for tom and kick drum sounds.
Slight envelope modulations can make the amount of detuning change
over time, which can be particularly useful for brass sounds.
Glide Time Modulates the duration of the Glide (portamento) effect. If you modulate
Glide with Velocity, keystrike speed sets the time required for played notes
to reach the target pitch.
Filter Cutoff Modulates the Cutoff Frequency parameter independently for each filter.
Filter Resonance Modulates the Resonance parameter independently for each filter.
Filter Drive Modulates the filter Drive parameter independently for each filter.
Filter Blend Modulates the Filter Blend parameter which changes the balance between
the filter units. See Crossfade between Sampler filters.
Pan Modulates the panorama position of the sound in the stereo spectrum.
Modulating Pan with an LFO results in a stereo tremolo (auto panning). In
unison mode, the panorama positions of all voices are spread across the
entire stereo spectrum. Nevertheless, you can still modulate pan, moving
the positions in parallel.
LFO Rate Modulates the LFO frequency (rate). For example, you can automatically
accelerate or slow down the LFO 1 Rate by modulating this target with one
of the envelope generators or another LFO.
LFO Fade Controls the LFO Ramp Generator parameter. See Use the Sampler LFO
ramp generator.
Env Delay Modulates the Delay (pre Attack phase) time of the envelope.
Env Attack Curve Modulates the Attack curve shape of the envelope.
Time Scale (lengthen or shorten) the envelope time intervals, based on key
position. Note position C3 is the center point. Time intervals for zones
assigned to keys above C3 can be made shorter with the Amount slider.
Time intervals for zones assigned to keys below C3 can be made longer.
All Env Time Stages Simultaneously modulate all envelope time parameters, as applicable to
the chosen envelope type: Delay, Attack, Hold, Decay, Release.
Source Comments
Side Chain Side Chain modulation uses the side-chain signal level as a modulation
signal. The side-chain source is chosen from the Side Chain pop-up menu
in the plug-in window header. It is fed to the internal envelope follower,
which creates a modulation value based on the current side-chain input
signal level.
Maximum Max sets the value of this source to +1 (an internal value that indicates the
maximum possible amount for this source). This offers interesting options
for controlling the modulation intensity with all possible via values.
Key This source outputs keyboard position (MIDI note number). The default
center point is C3. A value of −100 indicates five octaves below C3. A
value of +100 indicates five octaves above. Modulate the Cutoff target
with the Key source to control the cutoff frequencies of the filter with
the keyboard position—as you play up and down the keyboard, the cutoff
frequencies change. A modulation Amount value of zero proportionately
scales cutoff frequencies with keyboard note pitches.
Release Velocity The modulation occurs when you release a key (this requires a keyboard
that sends release velocity information).
MIDI Controllers 2–119 The MIDI controller you choose serves as a modulation source.
MainStage uses controllers 7 and 10 for volume and pan control of channel
strips. Controller 11 is marked Expression. It has a fixed connection to this
function, but it can also be used to control other modulation sources.
Side Chain Uses the side-chain signal as a modulation signal. Choose the side-chain
source from the Side Chain pop-up menu in the plug-in window header. It
is fed to the internal envelope follower, which creates a modulation value
based on the current side-chain input signal level.
Maximum Sets the value of this via source to +1 (an internal value that indicates the
maximum possible amount for this source). This offers interesting options
for controlling the modulation intensity with all possible via values.
Envelope 1 - 5 Choose the Envelope Generator you want to use as a via source.
Key Outputs the keyboard position (the MIDI note number). The default center
point is C3. A value of -100 indicates five octaves below C3. A value of
+100 indicates five octaves above. Modulate the Cutoff target with the
Key source to control the cutoff frequencies of the filter with the keyboard
position—as you play up and down the keyboard, the cutoff frequencies
change. A modulation Amount value of 50 proportionately scales cutoff
frequencies (by half) with keyboard note pitches.
Release Velocity The via modulation occurs when you release a key (this requires a
keyboard that sends release velocity information).
Pitch Bend The pitch bend wheel is used as a via modulation source.
Mod Wheel Your keyboard Modulation Wheel controller is used as a via modulation
source.
MIDI Controllers 2–119 The MIDI controller you choose serves as a via modulation source.
Controllers 7 and 10 are used for volume and pan control of channel
strips. Controller 11 is marked Expression. It has a fixed connection to this
function, but it can also be used to control other modulation sources.
• A zone is a location into which a single sample (an audio file) is loaded from hard disk.
You can numerically edit all zone parameters in the Zone view. You can also edit basic
zone parameters such as start, fade, and loop marker positions directly in the waveform
display of the Zone pane.
• Zones are assigned to groups, which provide parameters that you can use to
simultaneously affect all zones contained in the group. You can define as many groups
as required. You can numerically edit group parameters in the Group view.
• You can easily assign zones to keyboard notes or note ranges in the Key Mapping Editor.
In addition, you can graphically assign zones to velocity ranges in the Key Mapping
Editor, making it easy to create multi layered sampler instruments.
See Create instruments with Sampler, Create Sampler zones, Create Sampler groups, and
Sampler zone and group edits.
• Key Mapping Editor button: Shows groups to the left, with zones arranged graphically
across a keyboard in the Key Mapping Editor. See Use Sampler Key Mapping Editor.
• Group view button: Shows groups and associated parameters in a column layout. See
Use Sampler Group view.
• Zone view button: Shows groups to the left, with zones and associated parameters in a
column layout. See Use Sampler Zone view.
• Menu bar: The menu bar at the top of the Mapping pane contains elements that are
common to all editor views. See Mapping pane menu bar.
The Key Mapping Editor provides you with a graphical, grid-like representation of zones,
mapped across a keyboard. You can view one or more selected groups, and move and
resize all zones horizontally and vertically. You can also use the parameter fields above
and below the graphical display area to adjust a number of group and zone parameters.
The group list at the left can be hidden or shown. See Graphically edit Sampler zones
and groups.
Within each group mapping area (notes and velocities), zones can’t overlap. When you
force an overlap by dragging zones one above the other within the same group, the Key
Mapping Editor automatically cuts zones in order to make space for other zones. This
allows you to add zones or delete mapped areas without having to edit all affected zones
directly. You can protect either the selected or unselected zones when dragging zones.
Note: Changes to parameter values and graphical edits you make affect all selected zones.
The Group and Zone parameters found in the Key Mapping Editor are a subset (duplicates)
of the parameters found in the Zone view. A change to a parameter value in one editor view
will be reflected in the other views.
The Key Mapping Editor consists of three main areas. You can hide or view the group list by
clicking the Group List Display button in the Group list controls.
• Key Mapping Editor: Drag zones into the Key Mapping Editor to add them. Zones are
represented by rectangles. Zone key range is indicated by the width. Zone velocity
range is indicated by the height. Zone parameters are shown below the keyboard.
• Keyboard: Drag zones onto the keyboard to add them to a key. Click a key to play the
mapped zone. The root key of each zone is indicated in gold.
• Group list controls: Use to choose a group, mute, solo, or hide and view the group list.
Group parameters are shown above the Key Mapping Editor.
• Group number: Click a group number to move focus to that specific group in the
group list, when multiple groups are selected. The focus feature makes it easier for
you to graphically edit complex mappings that contain multiple overlapping groups.
New groups are automatically assigned a consecutive number. See Select groups or
zones in the Key Mapping Editor.
• Mute button: Turn on to silence the selected group. Turn off to make the selected
group audible.
• Solo button: Turn on to hear the selected group in isolation. Turn off to make all
groups audible.
• Group Name pop-up menu: Displays the group name. Click to choose a
different group.
• Group List Display button: Hide or view the group list. When hidden, the Key
Mapping Editor is maximized. You can mute, solo, and choose a group from the
Group Name pop-up menu, when the group list is hidden.
• Group Mixer parameters: Globally adjust output settings for the selected group.
• Volume: Use to set the overall level of the group—and, therefore, the volume of all
zones in the group. This works much like a subgroup on a mixing console.
• Pan: Use to set the pan position of the group—stereo balance for stereo samples—
and the pan position of all assigned zones simultaneously.
• Output pop-up menu: Choose the outputs used by the group: main outputs,
paired channels, or individual outputs. This allows individual groups to be routed
independently to aux channels in a multi-output Sampler instance.
• Group Key Range fields: Use to define a key range for the selected group.
• Use the left field to set the lowest note for the group.
• Use the right field to set the highest note for the group. When you play notes outside
this range, the zones assigned to this group are not triggered.
Note: Take care with these parameters because they override zone range settings,
possibly making some zones inaudible.
• Group Velocity Range fields: Use to define a velocity range for the selected group.
Velocity Range is useful for sounds where you want to dynamically mix—or switch
between—samples by playing your MIDI keyboard harder or softer. This feature is ideal
for layered sounds, such as a piano/string layer, or when switching between different
percussion samples.
• Use the left field to set the lowest velocity that triggers the group.
• Use the right field to set the highest velocity that triggers the group. When you play
notes outside this range, the zones assigned to this group are not triggered.
• Zone Name pop-up menu: Displays the current zone name. Select a different zone to
display and edit its parameters.
Tip: You can also display and select a different zone in the Mapping pane Key
Mapping Editor or Zone view by playing a note. To enable this behavior, turn on the
Select from Last Played Keys > Groups and Zones menu option in the Mapping pane
Edit menu. You can automatically preview a zone when you play a note by turning on the
Preview Selected Zone option in the Zone menu.
• Root Key: Use to set the root note of the zone—in other words, the note at which the
sample is heard at its original pitch.
• Pitch button: Turn on to change the sample pitch when triggered by different keys.
When disabled, the sample is always played at its original pitch, regardless of the
note played.
Note: When the Pitch button is turned off, the value set with the Tune parameter is
added to, or subtracted from, the original pitch.
• Zone Mixer fields: Use these parameters to define output level and pan position of the
selected zone.
• Pan: Use to set the pan position of the zone. This parameter works only when
Sampler is used in stereo.
• Zone Key Range fields: Use these parameters to define a key range for the zone. When
you play notes outside this key range, the sample assigned to this zone is not triggered.
• Use the left field to set the lowest note for the zone.
• Use the right field to set the highest note for the zone.
• Zone Velocity Range fields: Use to define a velocity range for the zone. When you play
notes outside this velocity range, the sample assigned to this zone is not triggered.
• Use the left field to set the lowest velocity that triggers the zone.
• Use the right field to set the highest velocity that triggers the zone.
• Use a pinch gesture to zoom the keyboard display. Alternatively, drag the Zoom slider.
Tip: You can double-click the Mapping button in the Navigation bar to quickly switch
between a maximized and the current view level.
• In MainStage Sampler, when the group list is visible: Click a group name or number to
select it and to move focus to the group. Shift-click or drag (from outside any group)
to select multiple groups. The Key Mapping Editor area above the keyboard shows only
zones that belong to the selected group. You can also remotely select groups with your
MIDI keyboard.
Note: To enable selection of groups from a MIDI keyboard, turn on the Select from
Last Played Keys > Groups or Groups and Zones menu option in the Mapping pane
Edit menu.
Note: When multiple groups are selected, you will see the zones of all selected groups
in the Key Mapping Editor. Each selected group has a number that you can click to move
focus to that specific group. The focus feature makes it easier for you to graphically edit
complex mappings that contain multiple overlapping groups.
• When the group list is not visible: Choose a group in the Group Name pop-up menu.
The Key Mapping Editor area above the keyboard shows only zones that belong to the
selected group. You can also remotely select groups with your MIDI keyboard.
• Click a zone in the Key Mapping Editor area above the keyboard to select it. Shift-click
or drag (from an empty area outside any zone) to select multiple zones. You can adjust
zone parameters shown below the keyboard and directly edit zones graphically. See
Graphically edit Sampler zones and groups.
In Group view, you can: View and edit all group parameters, organized into columns, with
related parameters shown in subcolumns. Group parameters provide simultaneous control
of all zones assigned to the group.
• Click a group name or number to select it, or Shift-click or drag (from an empty area
outside any group) to select multiple groups. You can also select groups with your
MIDI keyboard.
Note: To enable the selection of groups with a MIDI keyboard, turn on the Select from
Last Played Keys > Groups or Groups and Zones menu option in the Mapping pane
Edit menu.
Note: When multiple groups are selected, changes to parameter values affect all
selected groups. Each group has a number that you can click to move focus to that
specific group, when multiple groups are selected. The focus feature makes it easier
for you to edit complex mappings that contain multiple overlapping groups.
• Value changes are relative. For example, in two selected groups with High Velocity
values of 12 and 27, reducing the value of the first group to 10 reduces the second
group value to 25.
• Click parameter subcolumn headers to sort groups. For example, click the Low Key
Range subcolumn header to sort zones by the lowest note.
• Control-click a parameter column header to open a shortcut menu where you can hide
or show individual group parameters. You can also quickly show all columns, restore the
default column view, and restore the default column width.
• Drag the scrollbars to navigate to non visible group parameters. You can also use a
two-finger swipe on your trackpad to scroll vertically or horizontally. If you are using
a Magic Mouse, use single-finger swipes.
• Solo button: Solo or unsolo a group. All other groups are silenced when active. You
can solo multiple groups.
• Name field: Displays the group name. Double-click to enter a new group name.
• Volume field: Adjust the overall level of the group—and, therefore, the volume of all
zones in the group. This works much like a subgroup on a mixing console.
• Pan field: Adjust the pan position of the group—stereo balance for stereo samples—
and the pan position of all assigned zones simultaneously.
• Output field: Use to define the outputs used by the group. Choices include the main
outputs, paired channels, or individual outputs. This allows individual groups to be
routed independently to aux channels in a multi-output Sampler instance.
• Key Range parameters: Use to define a key range for the group. When you play notes
outside this range, zones assigned to this group will not be heard.
• XFade Type pop-up menu: Choose the crossfade type that best suits the group
audio material. The Linear dB and Linear Gain options scale the amplitude for the
group crossfade. Equal Power applies an exponential crossfade curve that causes
a volume boost of 3 dB in the middle of the crossfade range. This fades out/fades
in at an equal volume level. See Fade between sample groups in Sampler.
• XFade field: Set the crossfade range for zones grouped by the specified key range.
Only zones within the specified key range are crossfaded.
• Velocity Range parameters: Use to define a velocity range for the group. When you
play notes outside this velocity range, you will not hear zones assigned to this group.
This feature is useful when you want to dynamically mix—or switch between—grouped
zones (samples) by playing your MIDI keyboard harder or softer. This is ideal for layered
sounds, such as a piano/string layer, or when switching between different percussion
samples, as examples.
• Low field: Set the lowest velocity that triggers the group.
• High field: Set the highest velocity that triggers the group.
• XFade Type pop-up menu: Choose the crossfade type that best suits the group
audio material. The Linear dB and Linear Gain options scale the amplitude for the
group crossfade. Equal Power applies an exponential crossfade curve that causes
a volume boost of 3 dB in the middle of the crossfade range. This fades out/fades
in at an equal volume level.
• XFade field: Set the crossfade range for zones grouped by the specified velocity
range. Only zones within the specified velocity range are crossfaded.
• Cycle pop-up menu: Choose to add or remove groups from the round robin cycle, or
move the selected group to the end of the cycle, or to a new cycle.
• Enable by Articulation parameters: Use to define an Articulation ID for the group. This
parameter is available as a modulation target, so you can switch between sample
groups with a MIDI controller. For example, you could use your keyboard modulation
wheel to switch between several hi-hat groups with different opening degrees. See
Sampler articulation handling.
• Enable by Bend parameters: Use to define a bend range for the group. Values outside
the specified range do not affect the group. See Make advanced group selections for
information on the use of all Enable by… options.
• ON/OFF button: Turn on to use a defined bend range for the group.
• Enable by Channel parameters: Use to define a MIDI channel for the group. Only this
MIDI channel affects the group.
• ON/OFF button: Turn on to use a defined MIDI channel for the group.
• Enable by Control parameters: Use to define a MIDI controller and range for the group. If
you set up controller 64 (Sustain), for example, the group will be held (sustained) when
an incoming controller 64 message (within the defined range) is received. Controller
values outside the specified range do not affect the group.
• Enable by Note parameters: Use to define a MIDI note number for the group. Only this
MIDI note number affects the group.
• ON/OFF button: Turn on to use a defined MIDI note number for the group.
• Enable by Tempo parameters: Use to define a tempo range for the group. Values outside
the specified range do not affect the group.
• ON/OFF button: Turn on to use a defined tempo range for the group.
• ON/OFF button: Turn on to turn on key release triggers. If turned off, zones in the
group are triggered only on key down.
• Time field: Use to set the time it takes for the level of a sample (triggered by key
release) to decay.
Note: The Decay button and Time parameters function only when the Release Trigger
parameter is turned on (set to key release).
• Voices pop-up menu: Use to set the number of voices that the group can play.
• Exclusive pop-up menu: Assign multiple groups to the same Exclusive Class. Groups
in the same class can only be used independently. As soon as one group in the class
is triggered, all other groups in that same class are disabled.
Tip: A practical use of the Playback parameters is to set up a classic hi-hat mode
within a full drum kit that is mapped across the keyboard. For example, you could
assign an open and closed hi-hat sample to an exclusive group and set the Voices
parameter of the group to 1. The most recently triggered of the two hi-hat samples
mutes the other because only one voice is allowed for the group. This mirrors the
real-world behavior of hi-hats. The other sounds of the drum kit can still be played
polyphonically, if samples in zones are assigned to another group.
• Filter Offsets parameters: Independently offset the Cutoff and Resonance settings for
each group. This can be useful if you want the initial impact of a note to be unfiltered
for one group but not other groups. See Sampler Synth pane for details on filter
parameters.
• Playback Details parameters: Use to define the sample select behavior for the group.
• Sample Select Random Offset field: Set a randomization range offset value for
Sample Select modulation, which you define with the Sample Select Random
parameter in the Synth Details slide-out panel.
Group view provides two options for group selection: Round Robin and Enable by…
Control-click the top of any column to open a shortcut menu where you can hide or show
any of the group selection filters.
You can use multiple group selection filters to refine your group selections. For example,
you could specify that only a particular range of specified controller message values
switches between different articulations. This could be further refined with a second
criterion, such as Enable by Channel specified as a group selection filter.
Define a base group and switch between groups with MIDI notes
In MainStage Sampler, if you want Sampler to automatically switch between two string
sample groups, for example—one for staccato samples and one for legato samples—you
could set the group selection filter to Enable by Note, and assign a different MIDI note
number to enable each group. You can then use a note that is not assigned to a zone as a
remote group switch.
The following method assumes that several groups exist. See Create Sampler groups.
Note: This method can be applied to any of the Enable by… group selection options. You
are free to combine multiple Enable by… options.
1. In Group view, Control-click the top of any column to open a shortcut menu where you
can hide or show any of the Enable by… filters and other group parameter settings.
Note: You can choose to hide or show individual group parameter settings, instead of
Show all columns.
4. Drag vertically in the Enable by Note Value field to change the note number of the
base group.
This should be a note that has no assigned zone. When you play this note, this group is
enabled—all other groups are disabled.
6. Drag vertically in the Enable by Note Value field to change the note number of the
second group.
This should be a note that has no assigned zone. When you play this note, the second
group is enabled—all other groups are disabled.
In MainStage Sampler, you can use a round robin to step through groups, one after the
other. For example, you could layer several hi-hat zones on a single key, each in its own
group. Group 1 could contain an open hi-hat, and Group 8 a closed hi-hat, with Groups 2
to 7 containing different partially closed hi-hat sounds. When you repeatedly strike the key,
Group 1 is played, then Group 2, and so on, in sequence. A further key strike restarts the
cycle from Group 1.
This example uses one method to quickly add multiple groups and zones. You are free to
create these using any method. See Create groups and Create zones.
Tip: You can also use the Group menu Create Round Robin command to create round
robins. To use this command, select multiple groups in the Mapping pane and choose the
command. All selected groups are chained from top to bottom.
3. Select and drag several Apple Loop files to the Navigation bar. Drop them on the
Optimized: Zone per Note dropzone.
Tip: Choose a number of distinctly different Apple Loops. Press and hold Command,
then click to select each file.
You can see multiple groups, named after the Apple Loops you just added.
5. Play any key on your keyboard to trigger, and select, all groups.
The Round Robin column and parameter subcolumns are displayed in Group view. If you
don’t see them, scroll horizontally until they are visible.
You will see that the Cycle subcolumn is automatically populated with A.1 (Filename 1),
A.2 (Filename 2), A.3 (Filename 3), and ensuing entries.
You will hear, and see, each group being played sequentially.
• Zone 121 is a piano sample with minimal sustain pedal noise, set to a MIDI note velocity
range of 0 to 51.
• Zone 122 is a piano sample with stronger sustain pedal noise, set to a MIDI note velocity
range of 52 to 80.
• The crossfade value for these two zones is set to zero. There is no crossfade.
In this example, the maximum velocity range value of zone 121 and the minimum velocity
range value of zone 122 are adjacent. If you play note D1 at velocities above or below a
value of 51, you can clearly hear each sample being triggered.
To make this transition less abrupt, you can expand the velocity range of these zones by
applying a crossfade value to the Sustain pedal #1 group. Each layered zone within this
group will be crossfaded by the Xfade amount you set. The crossfade takes place in the
extended velocity range area.
• Click the Mapping button in the Navigation bar, then click the Group view button.
• Scroll to the Velocity Range column, and set values for these parameter subcolumns.
• Low field: Set the lowest velocity that triggers the group. For zone 121 this would
be a value of zero.
• High field: Set the highest velocity that triggers the group. For zone 122 this
would be a value of 80.
• XFade field: Set the crossfade range for zones grouped by the specified velocity
range. Only zones within the specified velocity range are crossfaded.
• XFade Type pop-up menu: Choose the crossfade type that best suits the group
audio material. The Linear dB and Linear Gain options scale the amplitude for the
group crossfade. Equal Power applies an exponential crossfade curve that causes
a volume boost of 3 dB in the middle of the crossfade range. This fades out/fades
in at an equal volume level.
Note: The settings made here override zone settings. When a zone velocity range is
larger than the group setting, the zone velocity range is limited by the group velocity
range setting.
1. In the Mod Matrix pane, choose Sample Select from the Target pop-up menu in a
modulation routing.
2. In the Mod Matrix pane, choose a modulation source from the Source pop-up menu,
such as MIDI controller 1, the modulation wheel.
3. In the Mapping pane, click the Group view button at the top right, then set the Key
Range or Velocity Range crossfade (Xfade) parameter to a value that provides the
smoothest transitions between layers. Alternatively, you can choose a value that
abruptly switches between sample layers.
If the Xfade parameters are not shown, Control-click the column header to open a
shortcut menu, where you can choose to view the Key Range and Velocity Range
parameters. If you don’t see the Xfade parameters, scroll horizontally until they are
visible.
5. Play your keyboard and adjust the modulation wheel to crossfade between groups
containing your layered zones.
You can use Zone view to: View and edit all zone parameters, organized in columns, with
related parameters shown in subcolumns. The zones from one or more selected groups can
be shown.
Note: The Group and Zone parameters found in the Key Mapping Editor are a subset
(duplicates) of the parameters found in Zone view. A change to a parameter value in one
editor view will be reflected in the other views.
• Click a zone or group to select it. Shift-click to select multiple zones or groups. You
can also select zones or groups with Edit menu commands or with your MIDI keyboard.
When multiple zones are selected, you can click the number to the left of the zone
name to move focus to that specific zone. This limits previewing and edits to the
focused zone, while retaining your multi-zone selection.
Note: Changes to parameter values affect all selected zones. Value changes are
relative. For example, in two selected zones with High Velocity values of 12 and 27,
reducing the value of the first zone to 10 reduces the second zone value to 25.
• Click parameter subcolumn headers to sort zones. For example, click the Key
subcolumn header to sort zones by note names.
• Control-click a parameter column header to open a shortcut menu where you can hide
or show individual zone parameters. You can also quickly show all columns, restore the
default column view, and restore the default column width.
• Drag the scrollbars to navigate to non-visible zone parameters. You can also use a two-
finger swipe on your trackpad to scroll vertically or horizontally. If you are using a Magic
Mouse, use single-finger swipes.
• Zone Name field: Displays the zone name. Double-click to enter a new zone name.
• Audio filename pop-up menu: Displays the audio filename. Click to open a shortcut
menu that contains the following commands:
Note: If at least one audio file is missing an extra column is shown to the left of the
audio file column. Each missing file is marked with an exclamation mark icon. You can
sort this column by clicking on the column header (exclamation mark icon). The column
is visible only if there are missing audio files.
• Load Audio File: Opens a dialog where you can select an audio file. Default key
command: Control-F.
• Show in Finder: Shows the full path of the loaded audio file in the Finder.
• Key field: Set the root note of the zone—in other words, the note at which the sample
assigned to the zone is heard at its original pitch.
• Key Range parameters: Use these parameters to define a key range for the zone. When
you play notes outside this range, you will not trigger or hear the sample assigned to
this zone.
• Velocity Range parameters: Use these parameters to define a velocity range for the
zone. When you play notes outside this range, you will not trigger or hear the sample
assigned to this zone.
• Low field: Set the lowest velocity that triggers the zone.
• High field: Set the highest velocity that triggers the zone.
• Pan field: Set the pan position of the zone. This parameter works only when Sampler
is used in stereo.
• Scale field: Balance the level of a zone (sample) across the defined key range. A
negative value makes lower notes softer than higher notes; positive values have the
opposite effect.
• Output pop-up menu: Set the outputs used by the zone. Choices include the main
outputs, paired channels, or individual outputs. This allows individual zones to be
routed independently to aux channel strips (in a multi-output Sampler instance).
• Pitch button: Turn on to change the sample pitch when you play different keys. When
disabled, the sample is always played at its original pitch, regardless of which note
you play.
• 1Shot button: Turn on to make the zone ignore the length of incoming MIDI note
events—resulting in the sample assigned to the zone always being played from
beginning to end whenever you play a note (or a note-on event is received). This is
useful for drum samples, where you often don’t want the MIDI note length to affect
sample playback. Also see the Fade field parameter below.
• Reverse button: Turn on to play the sample from the sample end marker to the
sample start marker.
• Group Assignment pop-up menu: Shows the group assignment of a zone. You can
choose another group to reassign the selected zone or zones. For more information,
see Create Sampler groups and Use Sampler Group view.
• (Sample) Start and End fields: Set the sample start and end points, respectively.
• Fade In and Fade Out fields: Use to set the fade times for a zone. Values are shown
in samples. The higher the value, the longer it takes for the fade.
• Anchor field: Set a value to trigger playback of the sample earlier in the project.
To explain further, on playback, Logic looks into the future and advances sample
playback by the amount set in the anchor field. The sample is played earlier, so that
the anchor sounds exactly on the downbeat of the note. The sample anchor is useful
for instruments such as shakers that have a rhythmic anchor at a position after the
beginning of the sample.
Note: The Anchor field value affects only sequenced playback of the sample. Live
keyboard playing triggers the sample at the anchor point, so any sample data that
precedes this is not played.
• Loop parameters: You can control all aspects of zone loops with these options.
• Loop ON/OFF button: Turn on to enable looping and to set other loop parameters.
• Forward: Playback cycles from the loop start point to the loop end point while you
hold a key.
• Reverse: Playback cycles from the loop end point to the loop start point while you
hold a key.
• Alternate: Playback continuously cycles from the loop start point to the loop end
point, then switches from the loop end point to the loop start point, while you
hold a key.
• Play to End on Release ON/OFF button: Turn on to continue playback to the end
marker position after you have released the key—provided that the amp release
time is long enough for the audio portion after the loop to be audible. This feature
is useful for allowing the natural decay of a sampled acoustic instrument to be
heard during the envelope release phase, for example.
• (Loop) Start and End fields: Use to define the loop start and end points, allowing you
to loop a portion of the audio file.
• Tune field: Change the tuning of the looped portion of the audio file in cent increments.
• Xfade (Crossfade) field: Use to define the crossfade time between the loop end and
loop start points. In a crossfaded loop, there is no step between the loop end and
loop start points. The higher the value, the longer the crossfade and the smoother
the transition between the loop end and start points. This is especially convenient
with samples that are hard to loop, and would normally produce clicks at the
transition point—the join in the loop.
Note: The ideal settings for the Xfade and E. Pwr parameters depend on the sample
material. A loop that cycles reasonably smoothly is the best starting point for a
perfectly crossfaded loop, but a crossfaded loop does not always sound better.
Experiment with both parameters to learn how, when, and where they work best.
• Name pop-up menu: Displays the audio file tail filename. Missing files are
indicated with an icon in a column to the left. Click to open a shortcut menu
that contains file handling commands.
• Volume field: Set the overall output level of the audio file tail.
• (Audio File Tail) Start and End fields: Set the audio file tail start and end
points, respectively.
• Zone pop-up menu: Choose a zone-related command or function. This menu contains
Split, Automap, Remap, Loop, and Audio File submenus.
• View pop-up menu: Choose an option that affects the appearance and behavior of
the display.
• Zoom slider: In the Key Mapping Editor, drag to zoom the view in or out. You can also
use pinch gestures to zoom directly in the graphical editor with your trackpad. If you are
using a Magic Mouse, use a single-finger vertical swipe to zoom.
• Editor view buttons: Use to switch to the Key Mapping Editor, Group view, or Zone view.
• Cut, Copy, Paste: The standard commands for cutting, copying, and pasting values. You
can also cut, copy, and paste selected zones and groups.
• When you copy groups between two Sampler instances, associated zones are also
copied and group assignments of the zones are retained.
• When you copy groups within a single Sampler instance, only the groups themselves
are copied, not the associated zones. This behaves like the Group menu Duplicate
command.
WARNING: Take care when deleting a group because all zones associated with the
group are also deleted.
• Select All: Selects all zones and groups in the loaded sampler instrument.
• Deselect All: Selects none of the zones and groups in the loaded sampler instrument.
• Select Unused: Selects all unused zones and groups in the loaded sampler instrument.
These commands are available only when the Key Mapping Editor or Zone view is active.
• Unused Group: A group that doesn’t contain at least one zone, is not part of a round
robin, and has no keyswitch is considered unused.
Note: A zone without a reference can be created manually by using the New
command in the Zone menu. You can manually remove the zone audio reference by
using the Detach command in the Zone > Audio files menu.
• Invert Selection: Switches the current selection. For example, if you have selected all
unused zones and groups, this command will select all used zones and groups.
• Select from Last Played Keys: Selects groups, zones and groups, or neither when you
play keys on your MIDI keyboard.
• None: No zone or group is selected when you play your MIDI keyboard.
• Groups: One or more groups is selected when you play your MIDI keyboard.
• Groups and Zones: Both zones and groups are selected when you play your
MIDI keyboard.
• Edit Key Labels: Open a dialog where you can name keys. This is ideal for GM Drum kit
mapping, for example.
• Edit Output Labels: Open a dialog where you can name audio outputs.
• Duplicate: Create a copy of the selected group (or groups). This does not copy zones in
the group. Only the group itself is copied, inclusive of all group parameter settings.
• Create Round Robin: Creates a round robin of multiple selected groups. Repeatedly
striking a key will sequentially step through these groups in a continuous cycle. See the
task in Make advanced Sampler group selections.
• New: Create a new empty zone (a zone with no reference to an audio file).
• Load Audio Files: Open a browser window where you can choose one or more audio files.
• Normalize Loudness: Analyze the selected zone to find the perceived loudness and
raise or lower the volume of the zone to achieve a perceived loudness of -12 LUFs. The
dynamic relationships of sample levels within the zone remain unaltered. When multiple
zones are selected, all will play at the same loudness and the dynamic relationships of
sample levels between zones will change.
Tip: If you want to maintain the same relative gain relationship between zones, raise
or lower the group volume.
• Retune: Analyzes the audio content and sets the root key and tuning value automatically.
• Always Move Root Key with Zone: Turn on to automatically move the root key when you
drag one or more zones in the Key Mapping Editor.
Tip: This is useful when you want to change a zone’s keyboard position without
transposing the zone pitch, when moving it up or down the keyboard.
• Prefer Splitting Zones by Velocity: Turn on to change the appearance and behavior
of zones in the Key Mapping Editor when you drag the boundary between two zones
stacked vertically.
• Turn on to cut zones horizontally (by velocity) to resolve a zone overlap within the
same group.
• Turn off to cut zones vertically (by note) to resolve a zone overlap within the
same group.
• Slide Zones Over: Turn on to change the appearance and behavior of zones in the Key
Mapping Editor when you drag them horizontally to positions that overlap other zones.
• Turn on to cut unselected zones to resolve a zone overlap within the same group.
• Turn off to cut selected zones to resolve a zone overlap within the same group.
• Protect Unselected Zones in Zone List: Turn on to prevent accidental overlaps, and
therefore modifications, of unselected zones when you edit notes and velocities in
Zone view.
• Preview Selected Zone: Automatically plays the selected zone when selected.
• Create Zones Split at Silence: Use to analyze the selected zone for points with extended
periods of silence. New zones are created for the non-silent sections of the zone. This
feature is most commonly used to split custom recordings of instruments, where notes
of various pitches and loudness levels are played, separated by a second or two of
silence.
• Create Zones Split at Notes: Use to analyze the selected zone for clear, pitched notes.
A new zone is created for each pitched note, of sufficient duration and harmonicity,
detected in the audio file. This feature is most commonly used to split loops that
contain musical phrases.
Tip: For all of these “Create” functions, once a zone is split, you can use Automap
menu commands with the resulting zones to build a playable instrument.
In MainStage Sampler, choose any of the following commands or functions from the Zone >
Automap menu:
• Automap using Current Root Note: Selected zones are extended horizontally to fill the
entire key range without gaps between zones, relative to the current root note position.
If multiple selected zones have the same root note, they will be sorted by velocity,
based on audio content loudness levels.
• Automap using Pitch Detection: Selected zones are repositioned and extended
horizontally to fill the entire key range without gaps between zones, in accordance
with their pitch. If multiple selected zones have the same pitch, they will be sorted by
velocity, based on audio content loudness levels.
• Automap using Mapping Data from Audio Files: Selected zones are mapped using any
recognized mapping data contained within the audio file header. Should the content
of audio files overlap, new groups are created and zones are automatically moved to
avoid overlaps.
• Automap using Root Note from Audio File Names: Selected zones are repositioned and
extended horizontally to fill the entire key range without gaps between zones based on
root note data in the audio filename. If multiple selected zones have the same root note
in the filename, they will be sorted by velocity, based on audio content loudness levels.
• Automap Velocities Only: Selected zones are repositioned and extended vertically to
fill the entire velocity range without gaps between zones based on audio content
loudness levels.
In MainStage Sampler, choose any of the following commands or functions from the Zone >
Remap menu:
• Remap Notes: Use to open a dialog where you can specify a start note and width that is
applied to all selected zones.
• Remap Velocities: Use to open a dialog where you can specify a velocity range that is
applied to all selected zones.
• Remap White Notes: Use to remap all selected zones to white notes only.
• Remap Black Notes: Use to remap all selected zones to black notes only.
• Remap All Notes: Use to remap all selected zones to fill all free keys, starting from the
position/key of the lowest selected zone.
• Remap to Root Notes: Use to remap all selected zones to their respective root key
positions.
• Remap Evenly: Use to evenly remap all selected zones across the entire keyboard range.
• Pivot on Corner: Use to remap selected zones to the position/key of the lowest selected
note. Selected zones are stacked vertically on the key, in order from lowest (at the
bottom) to highest numbered. The velocity range of each stacked zone is automatically
adjusted.
Note: In cases where selected zones are already stacked vertically, Pivot on Corner will
perform the inverse function and will place each zone on a different key, using the full
velocity range available.
• Mirror Velocities: Use to change the velocity range positions of all selected zones.
Selected zone positions are mirrored vertically on the key.
• Fill Gaps: Use to expand the velocity and key ranges of all selected zones that have
gaps between them. Expansion of these ranges is balanced between selected zones.
• Notes Only: Expands the key ranges of all selected zones that have gaps between
them.
• Vel Only: Expands the velocity ranges of all selected zones that have gaps between
them.
• Auto-Loop: Use to analyze the selected zone and to automatically set loop start and
loop end marker positions.
• Set Start to Loop Start: Use to move the (sample) start marker to the current loop start
marker position.
• Set End to Loop End: Use to move the (sample) end marker to the current loop end
position.
• Optimize Loop Start: Use to automatically adjust the loop start point to create a smooth
loop cycle.
• Optimize Loop Crossfade/End: Use to automatically set crossfade values at the point in
the loop cycle where the loop end and loop start markers cross over. The loop length is
not affected.
These Loop commands are also available in the Edit menu in the Zone pane.
• Detach: Use to remove the audio file association from the selected zone. This results in
an empty zone.
• Write Loop: Use to write loop start and end data to the header of the audio file
associated with the selected zone.
• Write Mapping: Use to write mapping data such as: the root key, key range, and velocity
range to the header of the audio file associated with the selected zone.
• Update Info from Audio File: Use to retrieve and refresh mapping data from the header
of the audio file associated with the selected zone.
• Show Zone Names: Turn on to display zone names on each zone in the Key
Mapping Editor.
• Show Zones from all Selected Groups: Turn on to restrict the display of zones to
selected groups in the Key Mapping Editor and Zone view.
• Show Group Column in Mapping Editor: Turn on to display the group list in the Key
Mapping Editor.
• Show Group Column in Zone List: Turn on to display the group list in Zone view.
• Visible Group List Columns: Choose each item to display the corresponding parameter
column in Group view. A checkmark is shown beside active items. Choose an active item
to hide the column in Group view.
• Show all/used columns: Choose to show all or used columns only in Group or
Zone view.
• Restore column options: Choose a Restore item to reset the current Group or Zone
view column layout to default settings.
• Use column layout as default: Choose to set the current Group or Zone view column
layout as the default column layout.
• Show all/used columns: Choose to show all or used columns only in Group or
Zone view.
• Restore column options: Choose a Restore item to reset the current Group or Zone
view column layout to default settings.
• Use column layout as default: Choose to set the current Group or Zone view column
layout as the default column layout.
As you move the pointer across the waveform display, it changes in appearance and
function. For example, the pointer will change to indicate that you can move a slice marker
or fade marker. In addition, parameters and values related to the current pointer tool
function are shown below the waveform display (and in Zone view).
Click or drag markers and handles in the waveform display to change values. Drag
vertically in parameter value fields to change them. For example, vertically drag the value
shown for Loop Start to change it. Alternatively, you can double-click in a field and enter a
value, then press the Return key.
Tip: The Zone pane is best used with the Mapping pane also visible. See Mapping and
Zone pane overview.
• Waveform display: Shows the selected zone waveform, marker handles, and shaded
marker areas. You can drag the marker handles to adjust zone playback.
• Edit menu: Choose an editing command or function. See the task in this section to learn
more about the commands and functions in this pop-up menu.
The Zone pane Edit menu also includes the Loop commands available in the Mapping
pane Zone menu.
• View menu: Choose an option that affects the appearance of the display. See the task in
this section to learn more about the commands and functions in this pop-up menu.
• Snap pop-up menu: Choose a value. Edits to crossfade, sample, fade, or loop markers in
the waveform display automatically snap to the nearest possible value.
• Zoom vertical button: Switch between the maximum vertical zoom view for the currently
displayed waveform section and the default zoom view.
• Zoom horizontal button: Switch between the last manually set zoom level, if applicable,
and an optimized zoom level that shows the area between the sample start and end
markers. When no manual zoom level is set, the entire audio file is shown.
Tip: You can use your trackpad to zoom in or out on the waveform display with pinch
gestures, or scroll using two-finger swipes or by dragging the scroll bar. You can use a
Magic Mouse to perform the following gestures: one finger horizontal swipe to scroll, or
use a one finger vertical swipe to zoom.
• Zone pop-up menu: Displays the zone name. Click to choose other zones.
• File pop-up menu: Displays the audio filename. Click to choose file handling commands.
• Load Audio File: Opens a dialog where you can select an audio file.
• Rename Current File: Opens a dialog where you can rename the selected audio file.
• Detach Current File: Detach the selected audio file from the zone. You can load and
assign another audio file to this zone.
• Show in Finder: Shows the full path of the loaded audio file in the Finder.
• One Shot button: Turn on to make the zone ignore the length of incoming MIDI note
events, resulting in the sample always being played from start to end whenever
a note-on event is received. This is useful for drum samples, where you often
don’t want the MIDI note length to affect sample playback. Also see the Fade field
parameters.
Loop and crossfade parameters are dimmed when the One Shot button is active.
• Reverse button: Turn on to play the sample from the sample end marker to the
sample start marker.
• Flex On/Off button: Turn Flex mode on or off. If Flex mode is turned on, an audio sample
is played at its original speed for all note pitches. See the task in this section to learn
more about Flex use.
• (Flex) Speed pop-up menu: When Flex mode is active, choose a playback speed division
or multiplication value.
• Sample Start/End handles and fields: Set the sample start and end points. Drag to
reposition. Option-click, then drag either handle to move both markers.
• Sample Length field: Displays the length between the sample start and end marker
positions. Drag vertically to move the end and fade-out marker.
• Fade In/Fade Out handles and fields: Set the fade-in or fade-out time for the zone. Drag
to reposition. Option-click, then drag either handle to move both markers. The fade
markers cannot be positioned before or after the sample start and end markers.
• Loop Start/Loop End handles and fields: Set the loop start and end points. Drag to
reposition. Drag the shaded loop area to move both markers and the crossfade marker.
Alternatively, you can Option-click, then drag either handle to move both markers and
the crossfade marker.
• Loop Length field: Displays the length between the loop start and end marker positions.
Drag vertically to move the loop end and crossfade marker.
• Loop Mode pop-up menu: Choose a looping mode. Set to No Loop to disable looping.
• No Loop: Turn off looped playback. This hides loop markers and crossfades from the
waveform display.
• Forward: Playback cycles from the loop start point to the loop end point while you
hold a key.
• Reverse: Playback cycles from the loop end point to the loop start point while you
hold a key.
• Alternate: Playback continuously cycles from the loop start point to the loop end
point, then switches from the loop end point to the loop start point, while you hold
a key.
• Play to End on Release: Turn on to continue playback to the end marker position
after you have released the key—provided that the amp release time is long enough
for the audio portion after the loop to be audible. This feature is useful for allowing
the natural decay of a sampled acoustic instrument to be heard during the envelope
release phase, for example.
• Crossfade handle and field: Drag to set the crossfade time between the end and start
of a looped sample. The crossfade marker handle is indicated with an X in the waveform
display. Option-click, then drag the handle to move both crossfades.
In a crossfaded loop, there is no step between the loop end and loop start points. The
higher the value, the longer the crossfade and the smoother the transition between the
loop end and start points. This is especially convenient with samples that are hard to
loop and that would normally produce clicks at the transition point—the join in the loop.
• Drag the blue start or end marker to set the sample start and end point. Playback
occurs between these markers.
• Press and hold Option, then drag either the start or end marker to move both the
sample start and end point.
• Drag the gray fade in or fade out marker to change the length of the fade at the
beginning and end of the audio file segment between the start and end markers.
• Press and hold Option, then drag either the fade in or fade out marker to move both
fade markers.
• Drag the yellow loop start or end marker to set loop boundaries. Playback cycles
between these markers when you hold a note.
• Drag the yellow shaded area between the loop start and end markers to move the entire
loop. Alternatively, press and hold Option, then drag either the loop start or end marker
to move the entire loop
• Drag the gray crossfade marker (indicated with X) to set the length of the crossfade at
the beginning and end of loop boundaries, smoothing out audible glitches as the loop
cycles across the loop end and start points.
• Drag the light blue anchor marker to set the absolute start point of the audio file.
Note: The anchor marker is visible only when Show Anchor is selected in the Zone pane
View menu.
• Press and hold Control and Option, then drag in the waveform display.
Important: The shortcut menu is context-sensitive. The commands shown in the Zone
pane shortcut menu change when you click on different portions of the waveform display.
For example, you will see different Auto-Loop commands when you Control-click directly
on the yellow shaded loop area in the waveform display.
• Auto-Loop: Analyzes the audio content and automatically sets a loop. You can use the
command multiple times to try different automatic loops.
• Auto-Loop within Loop Area: Analyzes the audio content and automatically sets a loop
within the area defined by the loop start and end markers. You can use the command
multiple times to try shorter automatic loops.
• Retune: Analyzes the audio content and sets the root key and tuning
value automatically.
• Crop Sample: Crops (cuts) the portion(s) of the sample outside the start and
end markers.
• Crop Loop: Crops (cuts) the portion(s) of the sample outside the loop start and
end markers.
Note: The “Crop” commands don’t modify or cut existing files. New files are created and
are used in place of the original files.
• Write Sample Loop to Audio File: Saves the loop data to the file header of the audio file.
• Linear or Equal Power Crossfade: Set crossfade gain behavior. Linear scales amplitude
for the crossfade. Equal Power boosts the middle of the crossfade range and fades out/
in at an equal volume level.
• New: Create a new, empty zone. You can add audio to this zone from the File menu or
with a drag and drop operation.
• Retune: Analyzes the audio content and sets the root key and tuning value automatically.
• Re-Analyze Transients and Tempo: Re-analyzes the current audio for transient and
tempo changes, following edits you have made. This corrects transient or tempo
changes caused by incorrect tempo data written in the file header, unexpected results
from Flex use, or other tempo and transient manipulations, for example.
• Derive Tempo from Loop Length: Calculates a tempo for the audio file based on the
Loop Length. If using the Follow Tempo button does not yield the desired results, you
can choose this option to calculate a revised tempo at which the loop is aligned to
the beat.
• Crop Sample: Crops (cuts) the portion(s) of the sample outside the start and
end markers.
• Optimize Sample Gain: Analyzes the audio content and sets automatic gain values.
• Linear or Equal Power Crossfade: Set crossfade gain behavior. Linear scales amplitude
for the crossfade. Equal Power boosts the middle of the crossfade range and fades out/
in at an equal volume level.
• Auto-Loop: Analyzes the audio content and automatically sets a loop. You can use the
command multiple times to try different automatic loops.
• Auto-Loop within Loop Area: Analyzes the audio content and automatically sets a loop
within the area defined by the loop start and end markers. You can use the command
multiple times to try shorter automatic loops.
• Set Start to Loop Start: Use to move the (sample) start marker to the current loop start
marker position.
• Set End to Loop End: Use to move the (sample) end marker to the current loop end
marker position.
• Set Loop from Start to End: Use to move the loop start and end markers to the (sample)
start and end marker positions.
• Optimize Loop Start: Use to automatically adjust the loop start point to create a smooth
loop cycle.
• Optimize Loop Crossfade/End: Use to automatically set crossfade values at the point
in the loop cycle where the loop end and loop start markers cross over. Loop length is
not affected.
• Write Sample Loop to Audio File: Saves the loop data to the file header of the audio file.
To save the new audio file with a different name, click the Name field and choose the
Rename Current Audio command.
• Display Stereo Channels/Mono Sum: Shows a stereo or summed mono waveform view in
the waveform display.
• Show Anchor: Shows the absolute start point of the audio file in the waveform display.
This can be useful for noises that precede instrument sounds such as the intake of
breath of a horn player or tambourine shakes, as examples.
3. Drag a melodic Apple audio loop, such as a rhythmic acoustic or electric guitar part,
into the Zone pane waveform display. Drop it on the Original dropzone.
4. Play some notes on your keyboard over a few octaves. You will hear that the pitch of the
loop changes, along with the playback speed.
5. Click the Flex button below the waveform display and play some notes on your keyboard
over a few octaves.
You will hear that the pitch of the loop changes, but the playback speed doesn’t.
6. Start playback of your concert and play a few notes on your keyboard.
You will hear that the pitch of the loop changes, but the playback speed isn’t
synchronized with the concert tempo.
7. While the project is playing, click the Follow Tempo button below the waveform display
and play some notes on your keyboard.
You will hear that the pitch of the loop changes, and the playback speed is perfectly
synchronized with the concert tempo.
8. As an option, you can choose a value in the Speed pop-up menu to divide or multiply
the synchronized playback speed of the Apple Loop. Try this while the concert
is playing.
When you load a sampler instrument, the associated audio files are automatically located
on the hard disk (or disks) and are loaded into computer RAM. You play and record the
loaded sampler instrument in the same way as any software instrument.
Sampler instruments can use keyboard mappings, articulation settings, and other options
to emulate natural elements of real instruments or to optimize them for live performances.
For example, some percussion instruments in the App Presets library contain special
performance patches that make it easy to play these instruments with a MIDI keyboard.
• A zone is a location into which a single sample—an audio file—can be loaded from
hard disk.
• Zones are assigned to groups, which provide parameters that you use to affect all zones
contained in the group. You can define as many groups as you like.
Sampler is compatible with the following audio file formats: AIFF, WAV, and CAF.
Sampler is also compatible with the SoundFont2, DLS, and Gigasampler sample formats.
See Add SoundFont2, DLS, and Gigasampler files.
Each audio file is loaded into Sampler as a separate sample and is automatically assigned
to a zone in the Zone and Mapping panes. You can edit and organize these zones into
sampler instruments. See Sampler Mapping and Zone pane overview.
You can also create sampler instruments with the Auto Sampler utility plug-in.
Important: Audio files are not contained within a sampler instrument. The sampler
instrument only stores information about the files, including filenames, parameter
settings, and locations on the hard disk. If you delete or rename an audio file, any sampler
instrument that uses this file will be unable to find it. You can move audio files to another
location on your system, however, because Sampler automatically searches for files when
you load a sampler instrument. The search mechanism uses Spotlight, so you should make
sure that Spotlight is running and updated for all your drives.
• You can drag one or more audio files directly onto the Sampler Navigation bar.
• You can drag one or more audio files directly onto the Sampler Mapping pane. This is
generally done in the Key Mapping Editor, but you can also drag and drop audio into
Zone and Group views.
• You can drag a single audio file directly into the Sampler Zone pane.
You can also methodically create empty zones and groups using menu commands, then fill
them with audio content, using either menu options or drag and drop.
You can add zones and groups to loaded instruments, or you can create a new instrument
from scratch, and fill it with zones and groups.
Editing of many zone and group parameters can also be performed graphically, or with
numerical fields and menus. Creation and editing of sampler instrument zones and groups
is performed in the Mapping and Zone panes.
Important: Sampler cannot directly record samples as you would with a hardware sampler.
You can record samples in the Track area in Logic Pro, then drag them into Sampler.
For information about creating zones and groups, see Create zones and Create groups.
To simplify instrument creation, the Navigation bar provides Chromatic and Optimized
dropzones:
• When you drag one or more samples onto the Chromatic dropzone, Sampler
chromatically maps samples as zones across the keyboard range, starting from C2.
Each zone is mapped to a single key on the keyboard. The original file length, tuning,
and volume are used. Looping data is read from the file header, if present. The root key
can also be read from the filename.
• When you drag one or more samples onto the Optimized dropzone, Sampler
automatically determines the root notes of the zones and maps the zones across the
keyboard. If there are multiple zones with the same root note, Sampler creates velocity
layers—a different sample is triggered depending on how hard you strike the key—based
on the perceived loudness of the samples. Loop point data in the file header is used, if
present. If the file header does not contain looping data a search is performed to find
the best loop points, and the crossfade length and type are automatically set. The file
is also analyzed to find the perceived loudness, and the volume is raised or lowered to
achieve a perceived loudness of -12 LUFs. Start and end markers are also automatically
set to crop silence that precedes or follows the analyzed audio.
Follow the steps in the task to create your own instruments in record time.
Create groups and zones by dragging audio content onto the Navigation bar
1. Choose Sampler from the Instrument slot on a software instrument channel strip.
2. Drag samples from the Logic Pro browsers, the Finder, a region or cell, or even from
a marquee selection on a region to one of the import options in the Navigation bar:
Chromatic or Optimized.
• If you have multiple samples of sounds that don’t have a particular pitch that
you want assigned to MIDI notes, such as multiple drums in a kit, choose a
Chromatic dropzone.
Tip: You can add any type of loop from the Loop Browser, including MIDI loops,
Step Sequencer loops, and Session Player loops.
• Zone per File: Creates a group containing one zone for each file dropped on the
dropzone.
• Split at Silence: Creates a new group for each file dropped on the dropzone. Each file
is split into segments at extended periods of silence, and a new zone is created in
the associated group for each segment. These segments are mapped chromatically
from C2.
If you import more samples than the number of available keys, Sampler automatically
creates additional groups, which start mapping samples chromatically from C2 in
each new group.
Depending on the audio material and existing zones, using the Zone per File
option to import several audio files may result in an onscreen view similar to
the following image:
Depending on the audio material and existing zones, using the Zone per Note option to
import a single audio file may result in an onscreen view similar to the following image:
Depending on the audio material and existing zones, using the Zone per Note option to
import multiple audio files may result in an onscreen view similar to the following image:
A zone offers parameters that control sample playback. You can set the key range—the
range of notes that the sample spans—and the root key—the note at which the sample
sounds at its original pitch for each zone. In addition, you can adjust sample start, end,
and loop points, volume, and several other parameters for the zone.
Sampler provides several methods you can use to create and add zones. You can quickly
add a single zone to Sampler by dragging an audio file or Apple Loop to the Mapping or
Zone panes. You can create multiple zones by dragging multiple audio files or loops onto
the Sampler Mapping pane or Navigation bar. You can also manually create a zone and can
add an audio file by using menu options. You can also choose whether the new zone maps
samples chromatically or based on analysis of the material.
Important: When you drag a region to the track header area or to another drag zone
to create a sample-based software instrument using the region, the region is bounced
through the plug-ins on the track. For software instrument tracks, this includes any MIDI
plug-ins, the track instrument, and any audio plug-ins. For audio tracks, this includes any
audio plug-ins and other processing, such as Flex. The resulting audio file is used in the
sample-based instrument. This is different than dragging an audio file to a drag zone,
which does not trigger a bounce.
The root key for the zone is the key at which the sample is played at its recorded pitch.
Drag an audio file or Apple Loop directly onto a key on the Mapping pane keyboard.
The root key is shown in gold on the keyboard. The start key, end key, and root key are
all set to the note that the file is dragged to.
Note: You can drag multiple audio files onto a key in the Key Mapping Editor. This
automatically creates a stack of layered zones, split by velocities.
• When you drop an audio file onto the keyboard, it is mapped to that key.
• When you drop an audio file onto the Key Mapping Editor above the keyboard, it is
mapped to a range of keys. As you drag toward the top of the Key Mapping Editor,
the key range expands.
The root key is shown in gold, and the key range (containing the start key and end
key) is shown across the keyboard.
1. Click the Mapping button in the Navigation bar to view an empty Mapping pane. Click
the Key Mapping Editor button if not already shown.
Drag one or more files into the Mapping pane, either directly onto the keyboard or
the Key Mapping Editor above the keyboard. Shift-click or Command-click to select
multiple files.
• When you drop an audio file onto the keyboard, it is mapped to that key. When you
drop multiple audio files onto the keyboard, each is mapped to its own key.
The root key is shown in gold on the keyboard. Multiple gold keys are shown when
you drag more than one audio file.
• When you drop an audio file onto the Key Mapping Editor above the keyboard, it is
mapped to a range of keys. As you drag toward the top of the Key Mapping Editor,
the key range expands.
The root key is shown in gold, and the key range is shown across the keyboard.
Multiple gold keys and key ranges are shown when you drag more than one
audio file.
1. Click the Mapping button in the Navigation bar to view an empty Mapping pane. Click
the Zone view button if not already shown.
Drag one or more files onto the Zone view. Shift-click or Command-click to select
multiple files.
A group is automatically created and the audio file is added to the group. When you
drop multiple audio files, all are added to the group.
2. Click the Mapping or Zone buttons (or both) in the Navigation bar to turn on these
panes, if they are not shown.
• Click the Key Mapping Editor button to add audio files in the Key Mapping Editor.
• Click the Zone view button to add audio files in this view.
A new group is shown in the Mapping pane, and a zone is automatically added to
the group.
• In the Zone pane, drag an audio file into the waveform display area.
• In Zone view, click the File column, then choose Load Audio File from the
pop-up menu.
• In Zone view, drag an audio file into the empty Name field of the zone in the Audio
File column.
• In the Key Mapping Editor, press and hold Command-Shift, then drag the pointer
to create a new, empty zone. You can add a sample to the zone using any of the
methods discussed.
• In the Key Mapping Editor, drag an audio file directly onto the zone.
• Click the Options button at the lower left of the File Selector window to show or hide
the checkboxes and Play button.
• Select “Hide used audio files” to dim the names of files used in the currently loaded
sampler instrument.
• Select “Preview audio file in Sampler Instrument” to temporarily replace the sample
files in the currently selected zone. The zone is not directly triggered by selecting
this option, but it can be triggered by playing MIDI notes while the File Selector
window is open—and different files are chosen. The selected sample can be heard
as part of the zone, inclusive of all synthesizer processing (filters, modulation, and
so on).
4. To preview looped playback of the currently selected audio file, click the Play button
at the lower right of the File Selector window. The Play button label changes to Stop
during playback.
• You can step through files by using the Down Arrow key, or by clicking them, to
audition each file in turn.
5. When you find an audio file you want to use, click the Open button to add it to the zone.
When the audio file is loaded, the sample name is displayed in the Name field for the
zone in the Audio File column of Zone view.
2. Click the Mapping button in the Navigation bar to view the Mapping pane.
You can also click the Zone button if you want to see the Zone pane.
3. The empty Mapping pane is ready for you to add audio material. You have a choice of
adding audio files in either the Key Mapping Editor or Zone view. You can also add files
by dragging them to the Navigation bar, Group view, or Zone pane.
• Click the Key Mapping Editor button to add audio files in the Key Mapping Editor.
• Click the Zone view button to add audio files in this view.
• In Zone view, choose Zone > New to create a new, empty zone.
• In the Key Mapping Editor, press and hold Command-Shift, then drag the pointer to
create a new, empty zone.
A new group is shown in the Mapping pane and a zone is automatically added to the group.
• In Zone view, click the empty Name field for the zone in the Audio File column, then
choose Load Audio File from the pop-up menu.
• In Zone view, drag an audio file into the empty Name field of the zone in the Audio
File column.
• In the Key Mapping Editor, click a zone, then choose Zone > Load Audio Files (or use
the Load Audio Files key command: Control-F).
This method associates the audio file with the selected zone.
• In the Key Mapping Editor, drag an audio file directly onto the zone.
• In the Zone pane, if open, drag an audio file into the waveform display area.
• In Zone view, Choose Zone > Load Audio Files (or use the Load Audio Files key
command: Control-F).
This method creates a new zone with the selected audio file.
• In the Key Mapping Editor, click a zone, then choose Zone > Load Audio Files (or use
the Load Audio Files key command: Control-F).
This method associates the audio file with the selected zone.
2. Locate the audio file you want and select it in the File Selector window.
• Click the Options button at the lower left of the File Selector window to show or hide
the checkboxes and Play button.
• Select “Hide used audio files” to dim the names of files used in the currently loaded
sampler instrument.
• Select “Preview audio file in Sampler Instrument” to temporarily replace the sample
files in the currently selected zone. The zone is not directly triggered by selecting
this option, but it can be triggered by playing MIDI notes while the File Selector
window is open—and different files are chosen. The selected sample can be heard
as part of the zone, inclusive of all synthesizer processing (filters, modulation, and
so on).
3. To preview looped playback of the currently selected audio file, click the Play button
at the lower right of the File Selector window. The Play button label changes to Stop
during playback.
• You can step through files by using the Down Arrow key, or by clicking them, to
audition each file in turn.
4. When you find an audio file you want to use, click the Open button to add it to the zone.
When the audio file is loaded, the sample name is displayed in the Name field for the
zone in the Audio File column in Zone view.
In this context, the Sampler groups feature is useful. Groups allow for flexible sample
organization. You can define as many groups as you need, and assign each zone to one
of these groups. In a drum kit, for example, you could assign all kick drums to Group 1, all
snares to Group 2, all hi-hats to Group 3, and so on.
A group makes it possible to define a velocity range for all assigned zones, allowing you
to specify a velocity window in which the grouped zones are triggered, for example. Each
group also features offset parameters for envelope 1 (amplitude), envelope 2 (assignable),
and filter settings made in the Synth pane. See Use Sampler Group view for information on
parameters and options.
You can also play all zones without defining and assigning multiple groups—at least one
group will always exist as the default location for all zones—in this case, changes to Synth
and other parameter settings affect all samples (in all zones) equally.
• Select an audio file or loop—then drag it onto a group name displayed in the Mapping pane.
• Select an audio file or loop—then drag it into the empty area below the last group name
displayed in the Mapping pane. This creates a new group, containing the dragged zone,
or zones.
This creates a new zone in the selected group. If no group is selected, a new group is
created—containing the new, empty zone.
• Choose Zone > Load Audio Files (or use the Load Audio Files key command: Control-F).
This method creates a new zone with the selected audio file.
3. Click the target group, then choose Paste from the Edit menu.
2. Press the Delete key or choose the Delete command from the Edit menu.
A group that doesn’t contain at least one zone, is not part of a round robin, and has no
keyswitch is considered unused, and is selected.
2. Press the Delete key or choose the Delete command from the Edit menu.
You can use zone parameters to edit the pitch, velocity range, panorama, looping
parameters, and other aspects of zones. See Use Sampler Zone view and Zone pane.
You can use group parameters to adjust the velocity and output, and to offset envelopes
and filters for a group of zones, for example. See Use Sampler Group view.
Editing techniques, menu selection commands, and other parameter interactions that are
shared by zones and groups are discussed in these sections:
• Click the triangle in the subcolumn header to invert, or reverse, the sort order.
When multiple groups are selected, you will see the zones of all selected groups in the
Key Mapping Editor. Each selected group has a number that you can click to move focus
to that specific group. The focus feature makes it easier for you to graphically edit complex
mappings that contain multiple overlapping groups.
• The zones of the focused group are displayed in the foreground and can be
graphically edited.
• The zones of the other selected groups are still visible but dimmed.
• Only zones in the focused group can be selected and edited or previewed.
• Click a group name to select it and to move focus to the group. Shift-click or drag (from
an empty area outside any group) to select multiple groups. The Key Mapping Editor
above the keyboard shows only zones that belong to the selected group, or groups. You
can also remotely select groups with your MIDI keyboard.
Note: To enable group selection with your MIDI keyboard, turn on the Select from
Last Played Keys > Groups or Groups and Zones menu option in the Mapping pane
Edit menu.
• Click a zone to select it. Shift-click or drag (from an empty area outside any zone) to
select multiple zones. You can adjust zone parameters shown below the keyboard.
• Select All: Selects all zones and groups of the loaded sampler instrument.
• Deselect All: Selects none of the zones and groups of the loaded sampler instrument.
• Select Unused: Selects all unused zones and groups of the loaded sampler instrument.
Note: If a group has focus in Zone view or the Key Mapping Editor, this will affect the
criteria used by this command.
• Invert Selection: Switches the current selection. For example, if you have selected all
unused zones and groups of the loaded sampler instrument, choosing this command
will select all used zones and groups.
• In the MainStage Sampler Mapping pane Group or Zone view, click zones and groups to
select them.
• To select a single zone or group: Click the parameters of that zone or group.
• To select two nonadjacent zones and the zones between them: Shift-click the two
nonadjacent zones.
• To switch between zones, press a key on a connected MIDI keyboard. You can continue
to select zones by clicking them in the Mapping pane when this feature is enabled.
• To switch between groups, press a key on a connected MIDI keyboard. This is useful
when you want to adjust the velocity of instrument groups, for example.
Within each group mapping area (notes and velocities), zones can’t overlap. When you
force an overlap by dragging zones one above the other within the same group, the Key
Mapping Editor automatically cuts zones in order to make space for other zones. This
allows you to add zones or delete mapped areas without having to edit all affected zones
directly. You can protect either the selected or unselected zones when dragging zones.
• Shift-click or drag (from an empty area outside any zone) to select multiple zones, and
drag them to the target Key Mapping Editor position.
Move one or more selected zones to the left or right with a key command
In the MainStage Sampler Key Mapping Editor:
• Select one or more zones, then use one of the following key commands:
• Press and hold the Command key to restrict movement to the initial horizontal or
vertical drag direction.
• Drag the zone. If the “Always Move Root Key with Zone” option in the Zone menu is not
active, press and hold Option-Command while dragging the zone.
• Drag the start or end point of the zone or group to the target position.
1. Move the pointer to the top or bottom of a zone (the pointer changes to the resize icon).
Shift-click to select multiple zones if you want to simultaneously adjust their velocity range.
If you drag over (overlap) another zone assigned to the same key range in the group, its
velocity range will be resized. If you want to layer zones, use different groups.
1. Select a zone.
2. Press and hold Command-Option to display a vertical cut icon at the pointer position,
then click the zone.
The zone is divided vertically and a new zone is created. Each zone can be
independently edited.
1. Select a zone.
2. Press and hold Shift-Option to display a horizontal cut icon at the pointer position, then
click the zone.
The zone is divided horizontally and a new zone is created. Each zone can be
independently edited.
Output label names are shown in the Mapping pane Group and Zone views.
1. To open the Output Labels window, choose Edit > Edit Output Labels.
2. Click the field in the Label column to the right of the Output that you want to rename,
and enter the new name.
4. Select the new name from the Output column pop-up menu for the zone or group in the
Mapping pane Group or Zone view.
All changes that you have made to label names are reset.
2. Choose Delete “label set name” from the pop-up menu in the Output Labels window.
1. To open the Key Labels window, choose Edit > Edit Key Labels.
2. Click the field in the Label column to the right of the note that you want to add a name
to, and enter the new name.
2. Enter a name in the Key Label Set Name field, then click Save.
The key label set name is shown in the pop-up menu in the Key Labels window.
2. Choose Delete “key label set name” from the pop-up menu in the Key Labels window.
In Sampler, each group can be assigned an identifier called an articulation ID. The
articulation ID is a property of a note event. If Sampler receives a matching identifier, it
selects the group or groups with this assigned articulation ID for playback. Non-matching
groups are silent. See Make advanced group selections in Sampler.
2. Click the Group view button at the top right of the Mapping pane.
The articulation ID number appears in the Value column. For included software
instruments that use articulations, the group name usually reflects the articulation
associated with the ID number. For example, Brass Falls.
An instrument may have a series of groups set to the same note range, each set to
use a different articulation. When a note event in the specified range occurs, only the
group whose articulation Value corresponds with the articulation ID number for the note
event plays.
4. Vertically drag the numeral in the Value column to set the articulation ID number for the
selected group.
1. In MainStage Sampler, click the Navigation bar Mod Matrix button to view the Mod
Matrix pane.
3. In the modulation routing, choose the controller you want to use from the Source
pop-up menu.
For example, you could assign a MIDI foot pedal to switch between two layered groups:
one containing a bowed string section and the other containing a plucked string section.
5. Drag the Amount slider all the way to the right, so it is set to 100%.
When you manipulate the controller, the articulation ID changes through the range of
used values.
It is recommended that you copy any sampler instruments and all associated audio files to
a local or networked hard drive. This provides fast access to your sampler instruments and
makes it easier to organize your instrument library to meet your needs. You can play back
samples that exceed the size of your computer RAM by streaming them from hard disk.
This feature is not practical for optical drives.
2. Drag the sampler instruments you want to move into this newly created folder.
The Settings pop-up menu displays submenus only for folders that actually contain
sampler instrument files. Other folders are not added to the Settings pop-up menu.
Aliases pointing to folders that contain sampler instrument files outside the ~/Music/
Audio Music Apps/Sampler Instruments folder can also be added to the Settings pop-
up menu. The Sampler Instruments folder itself can be an alias to a folder on a different
drive or in another location.
Note: You can store your sampler instruments in any folder on any connected hard disk.
Create an alias pointing to this folder within a Sampler Instruments subfolder (using any of
the paths listed), and they are shown in the Settings pop-up menu.
You can store your imported sampler instruments in any folder on any of your computer
hard drives. You can access these instruments from the Settings pop-up menu if stored in
the default location: ~/Music/Audio Music Apps/Sampler Instruments folder.
If your files are stored elsewhere, you will need to create an alias in the ~/Music/Audio
Music Apps/Sampler Instruments folder that points to the target folder.
2. Copy or move your SoundFont2, DLS, or Gigasampler files into the ~/Music/Audio Music
Apps/Sampler Instruments folder.
3. The raw samples associated with the sampler instrument are placed automatically in a
folder named after their original format in ~/Music/Audio Music Apps.
4. To use the added instrument, choose it from the format submenu in the Settings
pop-up menu.
When you load a SoundFont2 bank into Sampler, it creates a bank folder (.bk) and a
Samples folder, named after the SoundFont2 bank file. The .bk suffix is appended to each
folder name. A sampler instrument file is automatically created for all sounds in the bank
and is placed in the new bank folder.
The Settings pop-up menu automatically updates to reflect the new folder hierarchy. All
samples associated with the bank are automatically added to a Samples folder inside
the SoundFont folder. For example, if you load a SoundFont2 bank file named Vintage
Drums, which contains dozens of individual drum kits from several different vintage drum
machines, into Sampler, the following happens:
• A new folder named Vintage Drums.bk is created in the ~/Music/Audio Music Apps/
Sampler Instruments/E-MU folder.
• The Settings pop-up menu hierarchy is updated and the original Vintage Drums entry
is replaced with a Vintage Drums.bk entry. This new entry is a folder that contains the
individual sampler instruments, which can be selected and loaded as usual.
MainStage automatically addresses all available system memory. The amount of RAM
available for use by Sampler is determined by several factors, including:
• How much RAM other open applications and the operating system are using.
• How much RAM MainStage is using. This varies in accordance with the number and size
of audio files in the concert, and other plug-ins used. Sample playback instrument plug-
ins not made by Apple can significantly affect the amount of RAM that MainStage uses.
Extended parameters
• MIDI Mono Mode pop-up menu: Choose Off, On (with common base channel 1), or On
(with common base channel 16).
In either active mode, each voice receives on a different MIDI channel. Per-voice
channels support pitchbend, aftertouch, modwheel, and CC messages. Controllers and
MIDI messages sent on the base channel affect all voices.
The chosen pitch bend range affects individual note pitchbend messages received on
all but the common base channel. The default is 48 semitones, which is compatible
with the GarageBand for iOS keyboard in pitch mode. When using a MIDI guitar, 24
semitones is the preferable setting because most guitar to MIDI converters use this
range by default.
If you’re new to using plug-ins in MainStage, see Add and remove plug-ins.
In addition to the physical properties of the instrument, you can determine how and where
it is played—softly bowed, or plucked, on top of a mountain, or under the sea. Other
aspects such as finger noise and vibrato can also be emulated. You can even hit your
virtual instrument strings with a stick, or emulate dropping a coin onto the bridge.
Sculpture is not limited to recreating real-world instruments. You are free to combine
components in any way, leading to bizarre hybrids such as a six-foot-long guitar with a
bronze bell for a body—played with a felt hammer.
You can also create more traditional synthesizer tones in Sculpture. These benefit from
the modeling process itself, which tends to add a level of richness and an organic quality
to sounds. The end results are lush, warm pads, deep and round synthesizer basses,
and powerful lead sounds. If you need to create an endlessly evolving texture for a film
soundtrack, or a spaceship takeoff sound, Sculpture is the perfect instrument for the job.
Like a real instrument, Sculpture generates sounds by using an object, such as a fingertip,
wind, drumstick, or violin bow, to stimulate another object, such as a guitar string or reed.
Note: For clarity, the stimulated object is always referred to as the string.
As with a real instrument, the sound consists of multiple elements. It’s not only the string
that is responsible for the tonal color, but also the objects that stimulate or otherwise
affect the string, and therefore the sound.
Sculpture enables you to virtually model the physical consistency and behavior of all
components involved—hence component modeling synthesis.
This figure shows the signal flow of the core Sculpture synthesis engine.
Following the stimulation of the string by various objects, the vibration of the string is
captured by two movable pickups—you can view these as being similar, in concept and
operation, to the electromagnetic pickups found on guitars, electric pianos, or clavinets.
The pickups send the signal to the ADSR-equipped amplitude stage, a Waveshaper
module, and a multimode filter. These all serve to sculpt your sound.
The sum of all voice signals can then be sent to an EQ-like module (the Body EQ), which
simulates the spectral shape/body response of your instrument, and then processed by
an integrated delay effect. The resulting signal is then fed to a level limiter section.
A vast number of modulation sources are also available, from tempo-synced LFOs to jitter
generators and recordable envelopes. These can control the string and object properties,
the filter, and other parameters. You can even modulate other modulation sources.
A recordable morph function also allows for smooth or abrupt transitions between up to
five morph points. A morph point is essentially a collection of parameter settings at a given
moment in time.
Important: The interaction between various sections of the component modeling synthesis
engine is more dynamic and more tightly intertwined than that of other synthesis methods.
This can lead to some truly unique sounds, but sometimes even a small parameter change
can deliver dramatically different, and unexpected, results. Sculpture requires a more
measured approach to sound creation than a traditional synthesizer design. Refer to the
flowchart while learning the interface and programming.
Several tutorial sections will help you learn about creating sounds with Sculpture.
• Explore Sculpture
Sculpture is an instrument that requires some investment of your time, but it can reward
you with beautifully warm and organic sounds, evolving soundscapes—or a harsh and
metallic “Hell’s Bells” patch, if required. Don’t be afraid to experiment; that’s what
Sculpture was created to do.
• Sound engine: The top two-thirds of Sculpture contains the sound engine. It is divided
into five subsections:
• String parameters: The circular Material Pad in the center is used to create and
control the string, thus determining the basic timbre of your sound. See Sculpture
string overview.
• Object parameters: The area at the top left contains the objects that are used to
stimulate or otherwise affect the string in some way. See Sculpture objects overview.
• Processing parameters: The processing parameters capture the string signal and
provide further tonal control. These include the filter, Waveshaper, pickup, and
amplitude envelope parameters.
• Post-Processing parameters: Affect the overall tone and behavior of the entire
instrument. Post-processing parameters include the delay effect, Body EQ, and
output parameters.
• Modulation section: The blue/gray area below the sound engine contains the modulation
sources—LFOs, jitter generators, and recordable envelopes.
• Global control sources: The area at the bottom of the interface enables you to assign
MIDI controllers to Sculpture parameters. This section also incorporates the Morph Pad,
a dedicated controller for morphable parameters.
Sculpture’s string and the excite/disturb objects are similar to the oscillators in traditional
synthesizers. The string is considerably more sophisticated in concept than simple
oscillators, however.
In essence, you are creating the waveform, or base timbre, by mathematically describing
the string properties, and the properties of its environment. These include, among others,
the material the string is made of; the thickness, length, and tension of the string; its
characteristics over time; the atmosphere it is being played in (such as water or air); and
the way it is being played—struck, bowed, and so on.
This is quite different from other synthesis methods where the base timbre waveform, even
if modulated, does not harmonically interact with currently audible notes when retriggered.
What usually happens in traditional synthesizers is that the waveform is restarted—from
mid-cycle, or from the beginning—with the result being an increase in volume, or a slight
cyclical wave shift.
The string parameters apply on a per-voice basis. A number of parameters can be morphed
between up to five morph points. These are indicated in the parameter descriptions. See
Sculpture morph overview.
String parameters
• Hide, Keyscale, and Release view buttons: Show or hide different groups of parameters.
• Material Pad: Determine the basic tone of the string by setting the stiffness and
damping properties.
• String parameter sliders: Shown on the outer ring of the Material Pad, the String
parameter sliders further define the properties and behavior of the string.
• Media Loss sliders: Emulate the amount of string dampening caused by the
surrounding environment (air, water, and so on) at C3 (middle C).
All sliders are set relative to middle C. As you play above or below this note, tuning
and other elements of the string can, and will, change.
• Keyscale button: Set parameters for notes that fall below C3 or notes that are
positioned above it. In simple terms, the impact of these parameters can be controlled
across the keyboard range. For example, a parameter such as string Stiffness could be
more intense for high notes and less intense for low notes. In practical terms, this would
result in more harmonic (sweeter) sounding bass notes and inharmonic overtones in
treble notes (notes above C3).
• Release button: Set string Release parameters, which affect the vibrations of the string
after the key is released.
• Low Stiffness values, combined with low Inner Loss values, lead to metallic sounds.
• Higher Stiffness values, combined with low Inner Loss values, make the sound become
more bell-like or glass-like.
• Higher Inner Loss values, combined with a low Stiffness level, correspond to nylon or
catgut strings.
• High Stiffness values, combined with high Inner Loss values, simulate wood-like
materials.
• Stiffness: Set the rigidity of the string. In reality, this is determined by the string
material and diameter—or, to be more precise, by its geometrical moment of inertia.
Increasing the Stiffness parameter to the maximum value turns the string into a solid
metal bar. Stiffer strings also exhibit an inharmonic vibration, where overtones are not
integer multiples of the base frequency. Rather, they have higher frequencies, which
can make upper/lower notes sound somewhat out of tune with each other.
• Material Pad ball: Drag to control both the Inner Loss and Stiffness parameters
simultaneously. The ball marks a specific point on the X and Y planes.
Note: The thickness of the string—the green horizontal line in the Pickup display—
changes as you move the ball. See Sculpture string parameter sliders.
• In Keyscale view, the diamonds indicate the intersection between the Inner Loss and
Stiffness Low/High Scaling positions. You can drag these diamonds to adjust both
parameters simultaneously.
• In Release view, you only drag the diamond vertically, because you cannot adjust the
release behavior of the Stiffness parameter.
• Crosshair and line controls: Use to control the Keyscale and Release parameters when
the diamonds are hidden by the ball. The crosshair also enables you to independently
change the keyscaling for one of the two axes (X/Y positions, which control the current
Inner Loss and Stiffness values).
Note: Option-click any of the controls to reset parameters to their default values.
2. Drag the green horizontal line for low notes or the blue horizontal line for high notes.
2. Horizontally drag the green vertical line for low notes or the blue vertical line for
high notes.
Tip: You can simultaneously adjust both Stiffness and Inner Loss key scaling by
dragging the diamond that intersects the green lines.
• Resolution High Scaling slider: Set the key tracking resolution—the accuracy of key
tracking—for notes above middle C (C3).
• Resolution Low Scaling slider: Set the key tracking resolution for notes below
middle C.
• Media Loss slider: Set the amount of string damping caused by the surrounding
media (the atmosphere)—for example, air, water, olive oil, and so on. These losses are
independent of frequency. This provides control over the duration of the exponential
amplitude decay, after the excitation of the string has stopped.
• Media Loss High Scaling slider: In Keyscale view, set the key tracking resolution for
notes above middle C (C3). In Release view, set media loss behavior when the key
is released.
• Media Loss Low Scaling slider: In Keyscale view, set the key tracking resolution for
notes below middle C (C3). In Release view, set media loss behavior when the key
is released.
• Tension Mod High Scaling slider: Set the tension modulation behavior for notes
above middle C.
• Tension Mod Resolution Low Scaling slider: Set the tension modulation behavior for
notes below middle C.
Note: This nonlinear effect can deliver surprising results and can also make the entire
model unstable, especially when combined with low Media Loss and Inner Loss values.
If your sound spikes or drops out during the decay phase, try reducing Tension Mod,
and perhaps Resolution.
2. Drag the green low slider inside the top of the Material Pad ring for low notes—or the
blue high slider around the top of the outer ring for high notes.
2. Drag the green slider inside the left side of the Material Pad ring.
2. Drag the blue slider in the outer ring at the left side of the Material Pad.
Values above 1.0 cause media losses to increase when the key is released. This
parameter can be used to simulate a string that is dropped into a bucket of water after
initially vibrating in air, for example. Obviously, this is not what the average violinist or
pianist would do, but it can be useful for some interesting sound variations.
2. Drag the green low slider inside the right side of the Material Pad ring for low notes—or
the blue high slider around the right side of the outer ring for high notes.
Tip: If your instrument seems slightly sharp or flat as you play up or down the keyboard,
consider adjustments to the Tension Mod, and perhaps Media Loss, Keyscale parameters.
Important: At least one object must be used to excite or disturb the string, because the
string itself does not make any sound.
There are a number of different string excite/disturb/damp models available, such as blow,
pluck, bow, and so on. These can radically alter the general timbre of the string attack
phase, making it possible to create bowed or plucked flute and bell sounds, or guitars
with a flute-like attack, for example.
Judicious use of the object parameters can deliver very accurate emulations of real-world
instruments, or sounds that are altogether more other-worldly.
It is important to note that each additional disturb/damp object that is activated affects the
string. This in turn alters the interaction of any other active object with the string, often
resulting in a completely different sonic character.
Repositioning objects also changes the timbre of the string. If you are emulating a guitar,
for example, changing an object position would be similar to picking or strumming a string
at various spots along the fretboard.
Object parameters
• On/Off buttons (1, 2, 3): Turn the object on or off.
• Type pop-up menus: Choose the excite, disturb, or damp type. Your choice affects
string interaction and changes the behavior of the Timbre and Variation controls. See
Sculpture excite objects 1 and 2 and Sculpture disturb and damp objects 2 and 3.
• Gate mode buttons: Determine when the object is active—that is, when it disturbs or
excites the string. You can choose from:
• KeyOff: Triggered at note-off, and remaining active until the voice is released
Note: Some object types, such as Gravity Strike, may retrigger the note when you
release a key—when in Key On gate mode. If you encounter this artifact, try setting gate
mode to Always, or reduce the Strength of the object.
• Timbre slider: Determine the timbre (tonal color) of the chosen excitation/disturbance
type. Behavior varies between object types. Zero (0.0) is the default value for the
object. Positive values make the sound brighter. Negative values lead to a more mellow
sound. This parameter can be morphed.
• VeloSens slider: Reduce velocity sensitivity to 0. Excite objects are velocity sensitive,
but this may not be appropriate for all sounds, which is where this parameter is useful.
Note: An object is velocity sensitive only when a type that actively excites the string
is selected. The Velocity Slider is available only for objects that are velocity sensitive.
Object 1 is velocity sensitive. Object 2 can be both, depending on the object type you
choose. Object 3 is not velocity sensitive.
• Object 1 can only use the excite types found in the first table.
• Object 2 can use the excite and disturb/damp types available in both tables.
• Object 3 can only use the disturb/damp types found in the second table. See Sculpture
disturb and damp objects 2 and 3.
The table outlines all excite types available for Objects 1 and 2, and provides information
on the controls available for each object type.
Strike Short excitation, like Hammer start speed Hammer mass Felt stiffness
a piano hammer or (velocity dependent)
mallet
GravStrike Like hammer but Hammer start speed Felt stiffness Gravitation
with gravitation
toward the string,
leading to multiple
hammer-string
interactions and
disturbed string
vibrations
Pick Finger or plectrum Pickup force and Force/speed ratio Plectrum stiffness
picking speed
Bow Bowing of the string Bow speed Bow pressure Slip stick
characteristics
Bow wide Same as bow, but Bow speed Bow pressure Slip stick
wider, resulting in a characteristics
more mellow tone,
especially suited for
smooth bow position
changes
Noise Noise injected into Noise level Noise bandwidth/ Noise resonance
the string cutoff frequency
Blow Blow into one end Lip clearance Blow pressure Noisiness
of the string (an air
column, or tube). At
various positions,
starting from 0.0
(far left), move the
blowing direction
and position from
along the string
toward one end.
The string is blown
sideways at the
chosen position.
External (available Feeds side chain Level Cutoff frequency of Width (size) of the
only for Object 2) signal into string. lowpass filter being string area being
used to process side affected by the side
chain signal chained signal
Disturb A disturb object The hardness of the The distance from Controls width.
that is placed at a object the resting position • Negative values:
fixed distance from • Negative values: Affect only a small
the string resting Push the string section of the
position away from the string.
resting position. • Positive values:
• Positive values: Affect a broader
Do not affect section of the
the string in the string.
resting position.
Disturb 2-sided Somewhat like a ring The hardness of the The clearance of the No effect
placed around the ring ring (the distance
string, which limits between the ring and
string vibration in all string)
directions • Negative values:
The sides of
the damping
ring overlap,
influencing the
string if any
movement occurs.
• Positive
values: There
is an amount
of clearance
inside the ring.
The string is
influenced only if
moved sufficiently
to actually touch
the ring.
Bouncing Emulates a loose Controls the The stiffness of the The damping of the
object lying or gravity constant object object
bouncing on, and for the object lying/
interacting with, the bouncing on the
vibrating string. This string.
is very random by
nature and can’t be
synchronized.
Bound A boundary that The distance from The slope The amount of
limits and reflects the boundary center (steepness) of the reflection at the
string movement. position to the string boundary. A value boundary limits
This is much like resting position of 0.0 places the
a fingerboard boundary parallel
that limits string to the string. Other
movement when the values move the
string is plucked boundary closer to
very firmly. the string on one
end and farther away
on the other.
Damp Localized damper, The intensity of the The damping The width of the
which is useful for damping characteristics damped string
soft damping section
The green horizontal line within the Pickup display represents the string. As the Stiffness
parameter value of the string is increased, the line becomes thicker. The line can be
animated and can show the range of string motion.
The Pickup A and B ranges are shown as transparent bell curves, which represent the
position and widths of pickups A and B.
Pickup parameters
• Object position sliders: Drag sliders 1, 2, and 3 to determine the respective position of
each (excite/disturb/damp) object along the string. This parameter can be morphed.
• Pickup A position slider: Set the position of Pickup A along the string. Values of 0.0
and 1.0 determine the left and right ends of the string, respectively. This parameter
can be morphed.
• Pickup B position slider: Set the position of Pickup B along the string. This parameter
can be morphed.
• Invert button: Invert the phase of Pickup B. Options are: normal or inverted.
Note: If the phase of Pickup B is inverted, the sound can become thinner due to
portions of the Pickup A and Pickup B signals canceling each other out. Depending on
the position of the pickups, however, the reverse may happen, with the sound actually
becoming richer.
Adjustments to object positions will disturb/excite a given portion of the string. 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. Object 1 can be an exciter.
Object 3 can be a damper. Object 2 has two arrows, indicating that it can be used as
either an exciter or damper.
When animation is active, the string vibrates, making it easier to visualize the impact of
the objects and pickups. Note that string animation increases CPU overhead, so disable
it if your computer is struggling to process all data in real time.
• Pickup Spread button: Drag vertically to spread the two pickups across the stereo base.
Two dots in the ring that surrounds the Spread parameters indicate values.
Tip: You can create animated width and chorus effects by modulating the Pickup
Position parameters with an LFO or other modulator.
Global parameters
• Glide Time field: Set the time required to slide from the pitch of one played note to
another. The Glide parameter behavior depends on the keyboard mode you choose.
• If you set the keyboard mode to Poly or Mono and set Glide to a value other than 0,
portamento is active.
• If you choose Legato and set Glide to a value other than 0, you need to play legato
(press a new key while holding the old one) to activate portamento. If you don’t
play in a legato style, portamento won’t work. This behavior is also known as
fingered portamento.
• Tune field: Fine-tune the entire instrument, in cents. A cent is 1/100 of a semitone.
• Warmth field: Slightly detune each voice to warm or thicken the sound. This parameter
emulates the random fluctuations caused by the components and circuitry of analog
synthesizers.
• Transpose field: Tune the entire instrument by octaves. Given the ability of component
modeling to radically alter pitch with certain settings, coarse tuning is limited to
octave increments.
• Voices field: Specify the number of voices that can be played at any one time. Sixteen
voices is the maximum polyphony of Sculpture.
• In Mono mode, staccato playing retriggers the envelope generators every time a new
note is played. If you play in a legato style (play a new key while holding another),
the envelope generators are triggered only for the first note you play legato. They
then continue their curve until you release the last legato played key. Mono mode is
also known as multi trigger mode.
Note: All modes retrigger a potentially sounding voice with the same pitch, instead
of allocating a new one. Therefore, multiple triggering of a given note results in slight
timbral variations, depending on the current state of the model at note-on time. If
the string is still vibrating for a specific note, retriggering that same note interacts
with the ongoing vibration, or current state of the string. A true retrigger of the
vibrating string happens only if both Attack sliders of the amplitude envelope are
set to 0. If either slider is set to any other value, a new voice is allocated with each
retriggered note. See Sculpture amplitude envelope.
• Bender Range Up/Down fields: Set the upward/downward pitch bend range.
• Separate settings are available for upward and downward pitch bends—using your
MIDI keyboard pitch bend controller.
• When Bender Range Down is set to Linked, the Bender Range Up value is used for
both (up and down) directions.
Note: Bending the string, just like the string on a real guitar, alters the shape of the
modeled string, rather than acting as a simple pitch bend.
The positioning of the amplitude envelope at this point in the signal path produces more
natural-sounding results because you can control signal levels before sending them to
the Waveshaper (if used). The Waveshaper can have a significant impact on the spectral
content of the sound, which can lead to synthetic-sounding results.
Important: The attack time parameters of the amplitude envelope have a major impact
on the way a single note is retriggered. When both Attack Soft and Hard are set to a
value of 0, the vibrating string is retriggered. If either of these parameters is set to a
value above 0, a new note is triggered. Sonically, the retriggering of a vibrating string
results in different harmonics being heard during the attack phase.
• Decay slider: Set the time it takes for the signal to fall to the sustain level, following the
initial strike/attack time.
• Sustain slider: Set the sustain level. The sustain level is held until the key is released.
• Release slider: Set the time it takes for the signal to fall from the sustain level to a level
of 0. Short Release values help to reduce CPU load, because the voice is no longer
processed after the release phase has completed.
Note: Even with long decay and release times, the sound may decay quickly. This can be
caused by high Inner or Media Loss values in the string material section or by objects (2 or
3) that are used to damp the string.
Waveshaper parameters
• Waveshaper On/Off button: Turn the Waveshaper on or off.
• Type pop-up menu: Choose one of four waveshaping curves. See the table.
• Input Scale knob: Cut or boost the input signal, prior to processing by the Waveshaper.
Positive values result in a richer harmonic spectrum. Any level increase introduced by
this parameter is automatically compensated for by the Waveshaper. This parameter
can be morphed.
Note: Given its impact on the harmonic spectrum, Input Scale should be viewed and
used as a timbral control, rather than a level control. Also note that extreme Input Scale
values can introduce processing noise at the Waveshaper output.
The filter parameters provide further timbral/spectral control over your sound. They will be
familiar to you if you have any experience with synthesizers. If you’re new to the concepts
behind synthesizer filters, see Filters overview.
Filter parameters
• Filter On/Off button: Turn the filter section on or off.
• HiPass: Allow frequencies above the cutoff frequency to pass. Because frequencies
below the cutoff frequency are suppressed, it’s also known as a low cut filter. The
slope of the filter is 12 dB/octave.
• LoPass: Allow frequencies that fall below the cutoff frequency to pass. Because
frequencies above the cutoff frequency are suppressed, it’s also known as a
high cut filter. The slope of the filter is 12 dB/octave.
• Peak: Choose to specify the center of a frequency band with Cutoff. Control
bandwidth and gain with Resonance. Frequencies outside the band remain at
their current level. Peak filters are generally used to enhance a frequency range.
• Notch: Cut the frequency band surrounding the center frequency. Resonance
controls the width of this band. All other frequencies are allowed to pass. Notch
filters are generally used to suppress noise or a particular frequency.
• Cutoff knob: Set the cutoff or center frequency, depending on the chosen filter type. In
a lowpass filter, all frequency portions above the cutoff frequency are suppressed, or
cut off, hence the name. The cutoff frequency controls the brilliance of the signal. The
higher the cutoff frequency is set, the higher the frequencies of signals that are allowed
to pass through the lowpass filter. This parameter can be morphed.
• Resonance knob: Set the filter resonance value. This parameter can be morphed.
• In highpass and lowpass modes, Resonance emphasizes the portions of the signal
that surround the center frequency.
• In Peak, Bandpass, and Notch modes, Resonance controls the width of the band that
surrounds the center frequency.
• Key knob: Determine how cutoff frequency responds to key position. The farther up or
down the keyboard you play, the more bright or mellow the sound becomes. Technically
speaking, the cutoff frequency is modulated by the keyboard position. A value of 0.0
disables key tracking. A value of 1.0 makes the cutoff frequency follow the fundamental
of the note across the entire keyboard range. Play an octave higher and the cutoff
frequency also changes by an octave.
• Velo Sens knob: Determine how cutoff frequency responds to incoming note velocities.
The harder you strike the keyboard, the higher the cutoff frequency—and, generally, the
brightness of the sound—becomes. A value of 0.0 disables velocity sensitivity. A value
of 1.0 results in maximum velocity sensitivity.
The various models are derived from impulse response recordings of actual instrument
bodies. These recordings have been separated into their general formant structure and
fine structure, enabling you to alter these properties separately.
• Model pop-up menu: Choose from various emulations of acoustic instrument bodies or
the Basic EQ model. Your selection is reflected in the graphical display to the right.
Note: When Basic EQ or another Body EQ model is chosen, the three knobs and slider
parameter names and behaviors change. See Sculpture Basic EQ model, and Sculpture
Body EQ models.
Basic EQ parameters
• Low/Int knob: Set the gain of a low shelving filter (or scale the intensity of model
formants).
• Mid/Shift knob: Set the gain of a peak filter (or shift the formants logarithmically). This
is sweepable—see “Mid Frequency/Fine Structure slider” below.
• High/Stretch knob: Set the gain of a high shelving filter (or stretch the formant
frequencies, relative to each other).
• Mid Frequency/Fine Structure slider: Sweep the center frequency of the mid band
between 100 Hz and 10 kHz (or enhance the spectral (harmonic) structure).
• To control the Low parameter: Drag the left third of the graphic vertically.
• To control the Mid parameter: Drag the center third of the graphic vertically.
• To control the Mid Frequency parameter: Drag the center third of the graphic horizontally.
• To control the Hi parameter: Drag the right third of the graphic vertically.
Body EQ parameters
• Formant–Intensity knob: Rotate to scale the intensity of model formants. Any formants
(harmonics) in the model become louder or are inverted, depending on how this
parameter is used. A value of 0.0 results in a flat response. A value of 1.0 results in
strong formants. Negative values invert the formants.
• Formant–Stretch knob: Rotate to stretch the formant frequencies, relative to each other.
This parameter alters the width of all bands being processed by the Body EQ, extending
or narrowing the frequency range. Low Formant Stretch values move the formants closer
together (centered around 1 kHz), whereas high values move the formants farther apart
from each other. The control range is expressed as a ratio of the overall bandwidth.
Note: When combined, Formant Stretch and Formant Shift alter the formant structure of
the sound and can result in some interesting timbral changes.
• Fine Structure slider: Drag to enhance the spectral (harmonic) structure, making the
overall harmonic makeup of the sound more precise. This results in a more detailed
sound that is harmonically richer and—depending on the model selected—more guitar-
like or violin-like, for example. In other words, the resonant cavities of the instrument
become more resonant—somewhat like the increased depth of tone provided by a
larger-bodied guitar. A value of 0.0 denotes no fine structure. A value of 1.0 results in
enhanced/full fine structure of the selected model.
Note: Heavy use of Fine Structure may be quite CPU intensive. Also note that Fine
Structure may not actually result in much difference in your sound. It is highly
dependent on several string, Waveshaper, and Body EQ model parameter settings. As
always, use your ears!
• Feedback knob: Set the amount of delay signal that is routed back from the delay unit
output channels to the delay unit input channels. Negative values result in phase-
inverted feedback.
• Xfeed knob: Set the amount of delay signal that is fed from the delay unit left output
channel to the right input channel, and vice versa. Negative values result in phase-
inverted feedback of the crossfed signal.
• LoCut slider: Determine the cutoff frequency of the highpass filter at the delay line
output/feedback loop.
• HiCut slider: Determine the cutoff frequency of the lowpass filter at the delay line
output/feedback loop.
• Groove Pad: Graphically adjust delay times in stereo instances. See Sculpture Groove
Pad (stereo).
• Input Balance slider: Move the stereo center of the Delay input to the left or right,
without the loss of any signal components. This makes it ideal for ping-pong delays.
• Output Width slider: Change the stereo base of the wet signal. A value of 0.0 results
in mono output. A value of 1.0 results in full stereo output—the left delay line output
channel is panned hard left, and the right delay line output channel is panned hard
right, but the stereo center is unaffected.
Note: This parameter is aimed primarily at achieving pure delay grooves in both
channels, without hard left/right ping-pong panning.
Drag the diamond in the center of the crosshair to adjust the values. You can also
independently adjust the Spread and Groove parameter values by dragging the lines
that intersect the diamond.
You can also Control-click the Groove Pad to open a shortcut menu that contains Copy,
Paste, and Clear commands. These can be used to copy and paste delay settings between
multiple Sculpture instances or between consecutively loaded settings. The Clear
command resets the current delay settings.
• Groove: Distribute delay taps to the left/right channels rather than smearing them
across channels, like the Spread parameter. Values on the x-axis reduce the delay time
of one delay line by a given percentage, while keeping the other delay line constant.
Keep an eye on the small help tag while adjusting.
For example, a value of +50% reduces the right delay time by half. If a value of 1/4 was
used as the Delay Time, the right delay would equal 1/8 of a note and the left delay
would remain at 1/4 of a note. Needless to say, this parameter is perfect for the
creation of interesting rhythmic delays—in stereo.
Output parameters
• Level knob: Set the overall output level of Sculpture.
• Mono button: Turn on a monophonic limiter that processes the summed signal of
all voices.
• Poly button: Turn on a polyphonic limiter that processes each voice independently.
Some of the modulation sources provided are like those found on traditional synthesizer
designs. These include:
• Two envelopes that can be used as standard envelopes, but which can also be used
quite differently.
• Two Randomizers that change values only at note start/on—perfect for emulating the lip,
breath, and tongue effects of brass instrument players, for example.
• Two recordable envelopes that can be used as MIDI controlled modulators—with the
ability to polyphonically play back on a per-voice basis, and modify incoming MIDI
controller movements.
Sculpture does not provide a centralized modulation router. All modulation routings—
choosing a modulation target and/or via source—are made within each modulation
source pane.
Sculpture LFOs
If used monophonically, the modulation is identical for all voices. Imagine a scenario
where a chord is played on the keyboard. If LFO 2 is used to modulate pitch, for example,
the pitch of all voices in the played chord rise and fall synchronously. This is known as a
phase-locked modulation.
If a random (in-between) value is used, some notes are modulated synchronously, and
others are not modulated synchronously.
Furthermore, both LFOs are key-synced: Each time you play a key, the LFO modulation of
this voice is started from 0.
The key sync feature ensures that the LFO waveform cycle always starts from 0, which
results in consistent modulation of each voice. If the LFO waveform cycles were not
synchronized in this way, individual note modulations would be uneven.
LFO parameters
• Waveform pop-up menu: Choose the waveform used for LFO modulation. See Sculpture
LFO waveforms.
• Waveform display: Shows the results of changes to the Waveform pop-up menu and
Curve knob parameter settings.
• Curve knob: Change the shape of modulation waveforms. A pure waveform of the
chosen type is active at a value of 0.0. The +1 and −1 positions deform the wave. For
example, with a sine wave chosen as the LFO waveform type:
• Curve values above 0.0: Wave is smoothly changed into a nearly rectangular wave.
• Curve values below 0.0: The slope at the zero crossing is reduced, resulting in
shorter soft pulses to +1 and −1.
• Rate knob and field: Set the rate of LFO modulation. This is either a freely definable
Hz value (when the Free button is active), or a rhythmic value (when the Sync button
is active). When synchronized with the project tempo, available rates range from
1/64 notes to a periodic duration of 32 bars. Triplet and punctuated values are
also accessible.
• Envelope knob: Set the time it takes for the LFO modulation to fade in or fade out. See
Modulate Sculpture LFOs.
• Phase knob: Choose between monophonic or polyphonic LFO modulations. These can
have similar phases, completely random phase relationships, key-synced phases, or
anything in-between.
Tip: If you move the Phase knob slightly away from the mono position, you get
nonlocked modulations for all voices running at similar, but not identical, phases. This is
ideal for string-section vibratos.
• RateMod Source pop-up menu: Choose a modulation source for the LFO Rate parameter.
• RateMod Amount slider: Set the intensity—the amount—of LFO rate modulation.
Waveform Comments
Sample & Hold The three Sample & Hold (S & H) waveform settings
of the LFOs output random values. A random value is
selected at regular intervals, as defined by the LFO
rate. The S & H waveform steps between randomized
values (rapid switches between values).
The S & H Lag setting smooths the random waveform,
resulting in fluid changes to values.
The S & H from CtrlA setting is controlled by the
CtrlA modulation source. For example, you could
assign aftertouch as the CtrlA source to trigger S & H
modulation of pitch.
The term Sample & Hold refers to the procedure of
taking samples from a noise signal at regular intervals.
The values of these samples are then held until the
next sample is taken.
Tip: A random modulation of pitch leads to an effect
commonly referred to as a random pitch pattern
generator or sample and hold. Try using very high
notes, at very high rates and high intensities—you’ll
recognize this well-known effect from hundreds of
science fiction movies.
The LFOs also feature a simple envelope generator, which is used to control the time
it takes for the LFO modulation to fade in or fade out. At its center position, which is
accessed by clicking the middle mark, the modulation intensity is static—in other words,
no fade-in or fade-out occurs.
• Via source pop-up menus: Choose (or disable) the via sources that control the
modulation scaling for each LFO.
• Amt sliders: Move to set the modulation amount (when the incoming via signal is 0)—
for example, when the modulation wheel is at its minimum position.
In cases where the via source is set to off, only one amount slider is visible (the via
amount slider is hidden). In cases where any via source other than off is selected,
there are two sliders.
• Via amount sliders: Set the maximum via modulation amount, such as when the
Modulation wheel is at the maximum position, for example.
• To fade out the modulation, rotate the Envelope knob to a negative value.
The farther to the left the knob is positioned, the shorter the fade-out time.
1. In MainStage, set the LFO Envelope knob toward the right (Delay) and choose pitch as
the target.
Vibrato parameters
• Waveform pop-up menu: Choose the waveform used for vibrato. See Sculpture
LFO waveforms.
Note: There are two special rectangular waves, Rectangle unipolar (shown as Rect01
when active) and Rectangle bipolar (Rect11 when active)—the former switching between
values of 0.0 and 1.0, and the latter switching between values of −1.0 and +1.0.
• Curve knob: Change the shape of modulation waveforms. Such variations can result in
subtle or drastic changes to your modulation waveforms.
Note: The waveform displayed between the Curve knob and the Waveform menu shows
the results of these two parameter settings.
• Rate knob and field: Set the rate of vibrato, which can be either synced to the host
application tempo or set independently in Hz values.
• DepthviaVibCtrl sliders: Drag to define the impact of the controller assigned to Vib
Depth Ctrl (see Define Sculpture MIDI controllers).
• Via slider: Determine the modulation intensity of the controller assigned to Vib
Depth Ctrl.
The two jitter generators are special LFO sources that are designed to produce continuous,
random variations—such as those of smooth bow position changes. The jitter generators
are equivalent to general purpose LFOs set to a noise waveform.
Note: Jitter modulation of pickup positions as the target produces great chorus-like
effects.
• Jitter 1/2 On/Off buttons: Turn each jitter generator on or off, independently.
• Target 1/2 pop-up menus: Choose modulation targets 1 and 2, for each jitter generator.
• Amount 1/2 sliders: Determine the amount of modulation for each jitter source.
• Target pop-up menus: Choose the modulation target—the parameter that is randomly
modulated when a note is played.
In some cases, however, it may be useful to directly control other synthesis core
parameters by velocity. This can be done in this section—where two independent target/
amount/velocity curve slots are available.
• Target pop-up menus: Choose the target parameter that you want to modulate
with velocity.
• Curve buttons: Choose from concave, linear, and convex velocity curves.
• Target pop-up menus: Choose the target parameter that you want to modulate with
the specified controller. Each target features a two-state button (the label changes in
each state).
• On/Off buttons (1 and 2): Turn the control envelope 1 and 2 modulation sources on
or off.
• Target pop-up menus: Choose modulation targets 1 and 2. Two targets can be assigned
per envelope, with an optional via modulation. Targets include string, object, pickup,
Waveshaper, and filter parameters.
• Via source pop-up menus: Choose the modulation source used to scale the amount of
envelope modulation.
• Amt and Via amount sliders: Set the modulation amount. In cases where any via source
other than “off” is selected, both sliders are available for use.
• Amt slider: Set the modulation amount when the incoming via signal is 0, such as
when the modulation wheel is at its minimum position, for example.
• Via amount slider: Set the modulation amount when the incoming via signal is at full
level, such as when the modulation wheel is at its maximum position, for example.
• VariMod source pop-up menu: Choose a modulation source. (VariMod is available only
for recorded envelopes.)
• Ctrl/Env mode buttons: Select either controller (run mode) or standard envelope
behavior. If both are activated, the controller value is added to the envelope output,
resulting in a modulation offset.
Note: When the envelopes are used as polyphonic modulation recorders and playback
units, each voice is handled independently, with a separate envelope being triggered as
each note is played.
• Envelope display: Shows the envelope curve, and allows you to record and edit
envelopes. See Sculpture envelope display and Sculpture active envelope controls.
Envelope parameters
• A-Time Velosens slider: Set velocity sensitivity for the attack phase of the envelope.
Positive values reduce the attack time at lower velocities. Negative values reduce the
attack time at higher velocities.
• Timescale field: Scale the duration of the entire envelope between 10% (ten times
faster) and 1000% (ten times slower). This also affects the appearance of the envelope
curve displayed as it is shortened (sped up) or lengthened (slowed down).
• Sustain mode pop-up menu: Choose the behavior of the envelope while a note is held.
Choices are Sustain mode (default), Finish mode, and three loop modes—Loop Forward,
Loop Backward, and Loop Alternate. See Loop Sculpture envelopes.
• Sync and ms buttons: Select either a tempo-synced envelope with note value options,
such as 1/8 or 1/4, or a free-running envelope (with segment times displayed in
milliseconds).
Note: Switching between values forces a recalculation of times to the nearest note value
or ms time, respectively, based on the current project tempo.
• Compare button: Toggle between the original recording and the edited version.
Note: This is available as an option only if an envelope curve has actually been recorded
and edited.
• VariMod source and amount: Controls the strength of envelope variation with a user-
defined modulation source (available only for recorded envelopes).
• Source options include Off, Velocity Concave, Velocity, Velocity Convex, KeyScale,
Ctrl A, and Ctrl B.
• Variation in the envelopes means the deviation of a recorded envelope path from
straight interconnecting lines between the points. After you record an envelope,
you can reduce or exaggerate the amplitude-jitter (variation) of the recording
by Command-dragging the curves between points down (to reduce) or up (to
exaggerate).
• The overall time/length of the envelope is indicated by the numerical entry at the top
right of the window (2400 ms in the figure).
• The lines on the background grid are placed 100 milliseconds apart.
• The background lines are placed 1000 ms apart when very long envelope times are
displayed. In sync mode, this is displayed as 1 quarter.
• The envelope is zoomed automatically after you release the mouse button. This displays
the entire envelope at the highest possible resolution. You can disable or enable this
feature by clicking the Autozoom button—the small magnifying glass.
• Autozoom is automatically disabled when you perform a manual zoom—by clicking the
envelope display background, and dragging horizontally. As a reference, the current
display width is displayed in the numerical entry at the top right of the display. You can
re-engage automatic zooming by clicking the Autozoom button.
• If you click the handles (nodes) or lines between the nodes in the envelope display, the
current envelope segment becomes highlighted. A small help tag also indicates the
millisecond value of the current segment.
A few handles (nodes) are placed—from left to right—along a straight line within the
envelope. These are indicators of the following parameters.
As you move the pointer along the line, or place it over the nodes, the current envelope
segment is highlighted.
You can create your own envelopes manually by manipulating the nodes and lines, or you
can record an envelope, as discussed in Record Sculpture envelopes.
As you drag, the overall length of the envelope changes—with all following nodes being
moved. When you release the mouse button, the envelope display automatically zooms
to show the entire envelope.
Note: You cannot move a node beyond the position of the preceding node. You can,
however, move nodes beyond the position of the following node—even beyond the right
side of the envelope display—effectively lengthening both the envelope segment and the
overall envelope.
• For recorded envelopes, which may have a more complex curve between nodes,
Control-drag the curve.
You can synchronize loops to the project tempo automatically by using the sync and
ms buttons.
When you are in any of the loop modes, the loop always cycles between user-defined
envelope handles that indicate the Loop start point (L icon), and the Sustain point (S icon).
You can drag these handles to any position.
• When set to Finish, the envelope runs in one-shot mode from beginning to end—even
if the note is released before all envelope phases have completed. The other loop
parameters are disabled.
• When set to Loop Forward, the envelope runs to the Sustain point, and begins to
periodically repeat the section between the Loop and Sustain points—always in a
forward direction.
• When set to Loop Backward, the envelope runs to the Sustain point, and begins to
periodically repeat the section between the Sustain and Loop points—always in a
backward direction.
• When set to Loop Alternate, the envelope runs to the Sustain point, then periodically
returns to the Loop point and back to the Sustain point, alternating in both a backward
and forward direction.
Note: If the Loop point lies behind the Sustain point, the loop starts after the key is
released.
• Record trigger mode pop-up menu: Choose different record trigger modes to start and
stop recording when Record is active.
• Note + Ctrl Movement: Recording starts when MIDI control change messages arrive
while a note is held (for information about assigned MIDI controllers, see Define
Sculpture MIDI controllers.
• Note + Sustain Pedal: Recording starts when the sustain pedal is depressed while a
note is held.
3. Play, and hold, a key—and start moving the controllers assigned to envelope controls 1
or 2 or both, such as the modulation wheel.
Note: When a controller movement has been recorded, R(ecord) is automatically set to off
and Mode is set to Env. This ensures that only the recorded movement is active, regardless
of the stop position of the recorded controller.
Note: The Mode parameter must be set to Env and the R(ecord) parameter must be set
to off.
You can also turn on both the Env and Ctrl buttons of the Mode parameter, which enables
you to use controllers assigned to Ctrl Env1 or Ctrl Env2 to manipulate the envelope in real
time, alongside playback of the recorded envelope.
Note: When both Env and Ctrl are turned on, the controller value is added to the envelope
output, resulting in a modulation offset.
All morphable parameters can be independently adjusted and stored with a morph point.
In essence, the values of all morphable parameters are captured at a particular moment in
time, much like a photograph. You can smoothly change the sound—in a subtle or radical
way—by transitioning between up to five morph points.
The Morph Pad and Morph Envelope enable you to create, and precisely control, the
movements and blending between morph points.
• Morph Pad: Use to display and edit, or draw, morph point paths. There are five morph
points—the four corners and the center. A number of menu options are also available for
randomizing, copying, and pasting morph points or Morph Pad states.
• Morph Envelope: Use to display and edit morph points—either by segment (with a
mouse or trackpad) or recorded MIDI controller movements. For example, you could use
a vector stick (Morph X/Y controllers) or drag the morph ball (on the Morph Pad).
The current morph point position is indicated by the ball in the Morph Pad. This can be
moved with MIDI controllers, such as a vector stick, or with the mouse. Such movements
can be recorded and played back independently—with each voice being morphed in a
different way.
During a morph, the red line in the Morph Envelope timeline shows the current time
position, and the Morph Pad displays a moving dot that indicates the current morph
position.
Note: The current morph position is only shown if one note is being played.
When you turn on Auto Select mode, the nearest morph point is automatically selected
when you move the ball in the Morph Pad.
You can also click in the circles around A, B, C, D, or the center, to manually select a
Morph Pad point.
• Copy selected Point: Copies the current morph point into the Clipboard.
• Copy current Pad Position: Copies the current morph state into the Clipboard.
• Paste to selected Point: Pastes the Clipboard content to the selected point.
• Exchange selected Point: Swaps previously copied data with the selected point.
• Paste to all Points: Pastes the Clipboard content to all selected points.
Use of the Morph Pad can yield interesting composite sounds—hybrids of the original and
morphed sound. You can copy this hybrid sound to a corner of the Morph Pad, or to several
corners, and randomize it by a definable amount. The morphed sound then becomes a new
timbral element that can, in turn, be moved to the corners, randomized, and so on.
In effect, you are “breeding” a sound, while maintaining some control by selecting parent
and child sounds. This approach can result in new, complex sounds—even if your sound
programming knowledge is limited.
The bottom button, when selected, limits randomization to the currently selected
morph point.
• Randomize button: Create randomized values for all parameters of the chosen
morph points.
• Intensity slider: Set the amount of randomization from 1% (slight deviation) to 100%
(completely random values).
1. In MainStage, select a Point button (the top, five-point button, for example).
2. Turn on Auto Select.
Note the movement of a number of the parameters in the core synthesis engine.
5. Drag the morph ball to each corner in the Morph Pad. Do this along the edges and
through the center of the Morph Pad.
6. Strike a few notes on your MIDI keyboard while dragging the ball.
Note: The morph ball is visible only when the Record Trigger button is active.
As you move the morph ball around, you’ll see ghost controls in the Pickup display and
the ball in the Material Pad move. If you look closely, you should see a number of red dots
moving in the string and object parameters, which indicate the current morph position.
Note that positions on the Morph Pad that fall in between the various morph points cause
the randomized parameters to interpolate between values. You can use the Copy and Paste
commands to make use of these in-between values.
• All except TensMod: Identical to All morphable parameters, but excludes the
TensionMod parameter from randomization.
• String Material/Media: Includes the Material Pad position, Stiffness, Inner Loss, Media
Loss, Resolution, and Tension Modulation parameters for randomization.
• Objects&Pickups: Alters the positions of objects and pickups, plus various object
parameters, when randomization is used.
• Waveshaper&Filter: Alters the positions of all Waveshaper and filter parameters when
randomization is used.
• The overall time/length of the Morph Envelope is indicated by the numerical entry at the
top right of the display.
• The lines on the background grid are placed 100 milliseconds apart.
• If you click the handles (nodes) or lines between the nodes, the current envelope
segment becomes highlighted. A small help tag also indicates the millisecond value of
the current segment.
• As you move your pointer along the line, or place it over the nodes, the current envelope
segment is highlighted.
• You can create your own envelopes manually by manipulating the nodes and lines, or
you can record an envelope. See Record Morph Envelopes in Sculpture.
• During Morph Envelope playback, the current position is indicated by a moving red dot
and line. When multiple voices are played, this indicator is shown for the most recently
triggered voice.
• Trigger mode pop-up menu: Choose the event type that triggers recording.
• Mode buttons: Turn on the Morph Envelope. See Sculpture Morph Envelope mode.
• Timescale field: Scale the duration of the entire envelope between 10% (ten times
faster) and 1000% (ten times slower). This also affects the appearance of the envelope
curve displayed as it is shortened (sped up) or lengthened (slowed down).
• Sustain mode pop-up menu: Choose the behavior of the Morph Envelope while a note is
held. The menu items are Sustain mode, Finish mode, three loop modes—Loop Forward,
Loop Backward, Loop Alternate—and Scan via CtrlB mode. See Morph Envelope Sustain
and loop.
• Sync and ms buttons: Select either a tempo-synced envelope with note value options,
such as 1/8 or 1/4, or a free-running envelope, with segment times displayed in
milliseconds.
Note: Switching between values forces a recalculation of times to the nearest note value
or ms time, respectively, based on the current project tempo.
• Depth knob: Scale the amount of morph movement caused by the Morph Envelope. The
effect of the Depth parameter is visually displayed in the Morph Pad. As you increase or
decrease the value, the morph trajectory is also scaled.
• Modulation knob: Set the scaling amount for Morph Envelope movements.
• Modulation source pop-up menu: Choose a modulation source that is used to scale
Morph Envelope movements.
• Transition knob: Control transitions between morph points. This can be the original
(possibly recorded) movement to linear, or stepped, transitions. The latter remains at
one morph state and then abruptly switches to another morph state at the following
envelope point. This parameter (and the Morph Envelope itself) can lead to interesting,
evolving sounds, or even rhythmic patches.
• Pad only: Envelope is deactivated, and morphing is controlled by the morph ball or X/Y
MIDI controllers only.
• Env only: Envelope is running, but the morph ball and X/Y MIDI controllers are
deactivated.
• Env + Pad: Envelope is running, and the position of the morph ball or X/Y MIDI
controllers is used as an offset for any envelope movements.
• Offset button: When in Env + Pad mode, choose from several menu items:
• Offset: The default mode. Behavior is the same as Env+Pad mode: Envelope is
running, and the position of the morph ball or X/Y MIDI controllers is used as an
offset for any envelope movements.
• Point Set: Envelope is running. The selected envelope point can be edited by
moving the morph ball or with a MIDI controller (MorphX and MorphY Controller
Assignments).
• Point Solo: Envelope is in a kind of snapshot mode. The selected envelope point can
be edited by moving the morph ball.
The Loop and Sustain point handles can be grabbed and repositioned. Note that doing so
can potentially alter the loop (and the overall morph envelope) length. The loop modes
behave as described below:
• Finish: The envelope runs in one-shot mode from its beginning to its end—even if
the note is released before the envelope has completed. The other loop parameters
are disabled.
• Loop Forward: The envelope runs to the Sustain point and begins to repeat the section
between the Loop point and Sustain point periodically—always in a forward direction.
• Loop Backward: The envelope runs to the Sustain point and begins to repeat the
section between the Sustain point and Loop start point periodically—always in a
backward direction.
• Loop Alternate: The envelope runs to the Sustain point and returns to the Loop
point and back to the Sustain point periodically, alternating in both a backward
and forward direction.
• Scan via CtrlB: The timeline position within the envelope is disconnected from normal,
real-time operation, enabling you to manually scan the overall time range with the MIDI
controller assigned to Ctrl B (in the MIDI Controller Assign section).
Note: If one of the three loop modes is selected, and the Loop point is positioned before
the Sustain point, the loop remains active until the key is released. Following key release,
the envelope then continues beyond the Sustain point, as usual. If the Loop point is
positioned after the Sustain point, the loop begins as soon as the key is released, and
cycles continuously until the complete voice has finished the amplitude envelope
release phase.
• Note + Move Morph Point: Recording starts when MIDI control change messages (as
assigned in the Morph X and Y parameters of the MIDI Controller Assign section)
arrive while a note is held.
• Note + Sustain Pedal: Recording starts when the sustain pedal is depressed while a
note is held.
2. Click the R(ecord) Enable button to enable the morph envelope record function.
Note: The mode defaults to (Morph) Pad as soon as you click the R button. See Sculpture
Morph Envelope parameters.
• Release all keys, and allow all voices to complete their decay phase. This automatically
ends the recording.
Note: You can stop recording early, before the decay phase completes, by releasing all
keys and then pressing a single key.
These parameters are saved with each setting. They are updated only if the default setting
that is loaded on instantiating the plug-in is used, or if the setting was saved with a project.
This approach helps you to adapt all MIDI controllers to the keyboard without having to edit
and save each setting separately.
• Ctrl A/B pop-up menus: Choose two controllers that can be used for side chain
modulations or as via modulation sources, as set in the CtrlA and CtrlB modulation
routing panes.
• CtrlEnv 1/2 pop-up menus: Choose controller assignments for the two control
envelopes, which can be used as a modulation signal or an offset. Offsets occur
in cases where the control envelope is set to Ctrl only or Ctrl+Env modes. These
assignment pop-up menus also define the source for recording controller movements.
• Morph X/Y pop-up menus: Choose controller assignments for the x and y coordinates
of the Morph Pad. After they are assigned, the controller can be used to manually
move the morph point, program single Morph Envelope points, shift the entire Morph
Envelope, and serve as a source for recording morph movements.
• Mode menu: Choose either the default MIDI controller assignments or controller
assignments loaded from the setting. If you choose Use Default, assignments remain
unchanged. If you choose Load From Setting, you use the controller assignments
you saved with the setting. (The default assignments are taken from the #default.
pst setting, if it exists, which is loaded when Sculpture is inserted into an instrument
channel strip.)
Note: If no suitable MIDI message is received within 20 seconds, the selected control
reverts to the previous value/assignment.
Extended parameters
• MIDI Mono Mode pop-up menu: Choose Off, On (with common base channel 1), or On
(with common base channel 16).
In either mode, each voice receives on a different MIDI channel. Per-voice channels
support pitchbend, aftertouch, modwheel, Vibrato Depth Ctrl, and Ctrl A and Ctrl B
assignment messages. See Define Sculpture MIDI controllers. Controllers and MIDI
messages sent on the base channel affect all voices.
The chosen pitch bend range affects individual note pitch bend messages received on
all but the common base channel. The default is 48 semitones, which is compatible
with the GarageBand for iOS keyboard in pitch mode. When using a MIDI guitar, 24
semitones is the preferable setting because most guitar to MIDI converters use this
range by default.
In certain situations, such as when sliding over a wider range in Mono Mode or applying
pitch bend upwards after already dynamically modulating string stiffness to higher
values, the resulting pitch may not precisely track the incoming pitch bend beyond a
specific threshold. This behavior is intentional, aimed at maintaining model stability
while still permitting extreme adjustments of model parameters for innovative sound
design purposes. Unlike the Mono Mode Bend Range, the standard Bend Range Up
is actually used to determine an appropriate safety margin so that notes can still be
precisely pitched up by the corresponding amount. As a result, the standard Bend
Range Up setting can be used to ensure a specific upward bend range even when
operating in MIDI Mono Mode.
• Render Mode pop-up menu: Choose Basic, Extended, or High Definition mode.
Sculpture’s string model can roughly be seen as a chain of springs and masses. The
maximum number of elements (masses) is set with the Resolution slider. The Resolution
slider interacts with the pitch, stiffness and pitch bend range settings to automatically
set the number of overtones that are actually used. This Sculpture string model affords
advantages over the more common waveguide models, especially when it comes to
interactions with the string with multiple or larger objects. An inherent property of this
flexible string model is that higher overtones are slightly below integer multiples of the
fundamental, leading to increasingly inharmonic higher overtones for a string without
any stiffness.
Each Render Mode option changes the number of available elements and/or processing.
• Basic: Choose to set a maximum of 100 elements, with some internal headroom for
extreme key scaling. Suitable for many sound types, and has a lower processing
load than other render modes. There is a direct correlation between the number
of vibration modes and elements, resulting in a maximum of 99 overtones in
the spectrum of a single voice. For example, a 100 Hz bass note (with no string
stiffness) has a highest overtone of around 10 kHz, making the more audibly
inharmonic upper third of the harmonic series fall into the audible range.
• High Definition: Choose to set a maximum of 1000 elements and to also turn on
internal 2x oversampling, which adds frequency headroom for more overtones.
The Resolution slider, coupled with pitch, stiffness and pitch bend range settings
affect the number of elements (overtones) used. This mode is significantly more
processor-intensive than Extended mode as it runs at double the frequency and
allows more elements per string for the same note pitch.
Sculpture tutorials
Explore Sculpture
Given the flexibility of the Sculpture synthesis core, you can take a number of different
approaches to sound design.
• If you prefer to use Sculpture morphing capabilities to create new sounds, you can. See
Randomize points in the Sculpture Morph Pad.
• If you prefer to tweak existing settings, it may be more suitable to use features
that affect the entire instrument. See Sculpture Body EQ overview, Sculpture filter
parameters, Use Sculpture Waveshaper, and Sculpture modulation overview.
Whatever approach you favor, you can achieve new and interesting results. Experiment and
familiarize yourself with each approach. Each has its strengths and weaknesses, and often
a combination of methods may strike the best balance for your needs.
When programming a sound from scratch in Sculpture, the best approach is to work on
each component of the sound in isolation. As you’re probably new to Sculpture, you won’t
be familiar with the impact of each parameter on your end results. See String and object
interplay in Sculpture.
To start, you need a plain vanilla setting. When you first open Sculpture, this is exactly
what you get—a default set of neutral parameters. It is sonically uninteresting, but provides
a starting point for most examples. This setting is saved as the “#default” settings file. It is
best to save a copy of this setting before starting.
Tip: Before starting, Control-click the string (the green horizontal line in the Pickup
display), then choose “enable string animation” from the shortcut menu. When active, the
string vibrates when you play a note, making it easier to visualize the impact of the objects
and pickups.
2. Strike and hold or repeatedly strike middle C on your keyboard. Middle C is the default
pitch of the string.
3. While striking middle C, drag the ball around the Material Pad. Listen to the sonic
changes as you move between the Nylon, Wood, Steel, and Glass materials. Keep an
eye on the string (the green horizontal line in the Pickup display, to the left) as you’re
doing so.
4. When you find a basic tone that you like, release the mouse button.
2. You probably noticed that moving the Media Loss, Tension Mod, and Resolution sliders
also had an effect on the green and blue Keyscale sliders inside and outside the ring.
Drag each of these Keyscale slider arrowheads to different positions—one by one—while
you play a few notes either side of middle C. Notice the changes that happen up or
down the keyboard range.
3. When you’re done, click the Release button at the bottom of the Material Pad ring, and
adjust the blue Media Loss Release slider while you strike notes.
Tip: Before starting, Control-click the string (the green horizontal line in the Pickup
display), then then choose “enable string animation” from the shortcut menu. When active,
the string vibrates when you play a note, making it easier to visualize the impact of the
objects and pickups.
2. Click the Object 1 button to deselect it while you are repeatedly striking a key. The
sound stops after Object 1 is deselected. The string itself doesn’t make a sound unless
it is stimulated by at least one object. Click the button again to reactivate it.
3. Choose each menu item from the Object 1 Type pop-up menu. Strike a note repeatedly
while you choose each item to hear the impact of each object type on the string. Keep
an eye on the string animation. Note that Object 1 can make use of excite types only.
Object 2 can make use of either excite or damping types. Object 3 can make use of
damping types only.
4. Adjust the Strength knob by dragging vertically for large changes or horizontally for fine
adjustments. Strike a note repeatedly while doing so.
5. Drag the Timbre and VeloSens arrowheads to different positions while striking a key to
audition the changes that they bring.
As you introduce or make changes to parameters, the modeled string is affected. This,
in turn, affects the interaction of each parameter with the modeled string. Therefore,
parameter settings that you already made for Object 1, for example, may need to be
adjusted when Object 2 is turned on.
Generally, such adjustments won’t need to be radical, and may involve only a small tweak
to the Strength parameters, or perhaps to the pickup positions of each object, for example.
These parameters have the greatest impact on the tone and level of the objects and should
be the first things you look at if enabling Object 2 results in an unwanted change to the
color of your sound.
You may want to fine-tune the objects further through use of the Timbre and
Variation controls.
Small changes—rather than radical ones—will retain the general tonal character of the
string and Object 1, while introducing the new flavor of Object 2.
2. Drag the Object 1 pickup left or right while striking a key. Note that adjustment of the
object pickup position alters the tonal characteristics of the string.
3. Adjust the Object 1 Strength control to hear things better, or to adjust the tone. You can
also use Object 1 Timbre and Variation parameters to alter the tone.
4. Feel free to adjust the positions and parameters of the other objects, if they are active.
All voice signals coming from the pickups are summed, and then they are processed by an
integrated Delay effect (to the upper right of the circular Material Pad).
From there, the signal is sent to an EQ-like module (Body EQ, to the lower right of the
Material Pad), which globally simulates the spectral shape or body response of your
instrument. There are several body types to choose from.
The resulting signal is then fed to a Level/Limiter section (at the far right).
Tip: Feel free to experiment with all parameters—using the #default (or your vanilla)
setting file each time. This will give you a general feel for each parameter and its impact on
the sounds you hear.
All other parameters on the lower portions of the Sculpture interface (Modulation, Morph,
Envelope, and Controller Assignments) are not part of the core synthesis engine, although
they can affect it.
Many classic synthesizer sounds also rely as much on modulation as they do on the basic
sound source components—the VCO, VCF, and VCA.
• Imagine that you want to modulate the timbre of Object 2 with the LFO, for example.
To do so, click the LFO 1 or 2 tab, click the 1 or 2 button, choose a source and target
from the Source and Target pop-up menus, then drag the “amt” and “via” sliders to the
values you want.
• To control any modulation with an external controller, such as your keyboard modulation
wheel, open the “via” pop-up menu and choose Ctrl A (1 ModWhl) or Ctrl B (4 Foot)
respectively. By default, the Mod Wheel is set to Ctrl A.
• The Bouncing damp type available to Object 3 affects the sound in an interesting way,
but it cannot run synchronously with the project tempo. To create a similar effect to
the Bouncing Object—but in sync with the project tempo—you could use a Disturb
object type, and move it by modulating its vertical position (Timbre) with an LFO that
is synchronized with MainStage.
Breath control is available when you use Sculpture, even if you don’t own a breath controller.
2. Reassign the recorded modulation routing to either, or both, the CtrlEnv 1 and
CtrlEnv 2 parameters.
For a detailed look at programming particular types of sounds, see Electric bass
programming in Sculpture and Sculpture synthetic sound programming.
The idea here is to provide you with a starting point for your own experiments and to
introduce you to different approaches for tone creation with Sculpture. As you become
more familiar with Sculpture and component modeling, you’ll find that there are many ways
to achieve an end result. In other words, each component of the sound can be modeled
using different techniques and parameters. This flexible approach allows you to create
a brass sound, for example, in several ways—using the Waveshaper as a major tonal
element in one sound or the filter and Body EQ to emulate the same sonic component
in another sound.
It is helpful to have a good understanding of the physical properties of the instrument you
are trying to emulate. Although you can do some research on the Internet to obtain this
type of specialized knowledge, for most sound creation tasks you can follow the general
approach set forth below.
When you answer this question, don’t just consider the body of the instrument. Take
into account the string material—nylon or steel on a guitar, or perhaps the thickness and
material of the reed in a clarinet or oboe, or a mute in a trumpet.
This is a significant factor and relates to the next question about how the instrument
is played. Some differences between monophonic and polyphonic instruments are
obvious, such as the inability to play chords on a flute. A more subtle difference
involves the way a modeled string interacts with any currently active string. This, of
course, can’t happen in a flute, which is strictly a one-note instrument.
• Are there other elements that form part of the instrument sound?
• Changes in lip pressure and mouth position with brass and wind instruments
• Momentary pitch changes—for example, when fingers are pressed into a fretboard,
or when a string is plucked
• Momentary tonal or level changes—such as when brass players are running out of
breath, or fluttering the valves
After you mentally, or physically, construct a list of properties, try to emulate each
component that contributes to the sound character. This is what component modeling
is all about.
Before you begin, it should be stressed that the examples discussed in the subtopics
provide one or two approaches to the task at hand. There are many ways to model each
component of the sound. With this in mind, consider the following:
• Experiment with the suggested parameters to create your own versions of sounds.
Use your own parameter values if the supplied values don’t match your ideal bass
sound, for example.
• Make use of other user settings, and the supplied settings—either as a starting point
for your own sounds or as an object of study. Looking at existing settings provides
an insight into how the sound was created. Enable and disable different parameters
to see what each does.
3. Drag the Material Pad ball to the very bottom of the pad, and place it halfway between
Steel and Glass. Play a few notes, and notice that the sound is already more bell-like.
4. Drag the Media Loss slider nearly all the way down. Again play a few notes, and you’ll
hear that the release phase of the sound is considerably longer.
8. To activate the Delay unit, click the Delay button in the upper-right section.
9. Click the Sync button at the bottom of the Delay section, and drag the Delay Time slider
to a value of 20 ms.
11. Click the Body EQ button in the lower right to activate it. Make sure that Lo Mid Hi is
chosen from the Model pop-up menu.
12. Adjust the Low knob to 0.55, the Mid knob to 0.32, and the Hi knob to 0.20.
At this point, you have a working bell sound, but you’ll probably find that there is a
tuning issue below C3 in particular. This programming approach was taken because the
harmonics of the sound are most noticeable after all other parameters have been set.
The solution to the tuning issue primarily lies in the Inner Loss and Stiffness Keyscale
parameters.
13. To adjust, first select the Keyscale button, then drag the green horizontal line within the
Material Pad up or down for low notes, or drag the blue horizontal line up or down for
high notes.
14. Choose Save Setting As from the Settings pop-up menu, save your settings with a new
name, and use it as the basis for new bell sounds, or for your next Christmas album.
6. Drag the Material Pad ball to a position that is diagonally between the “I” of Inner Loss,
and the “l” of the word Steel, while playing middle C. The sound should be quite brassy.
7. Play the E above middle C and you’ll hear a weird “mandolin meets a telephone ring”
kind of sound.
8. Drag the Resolution slider to the left or right while playing middle C and a few notes
down an octave or so. You’ll discover that a range of sounds that cover everything from
sitars to flutes is possible, just through manipulation of this parameter.
9. Click the Keyscale button and—while playing up and down the keyboard—independently
adjust the Resolution slider, plus the Resolution Low and High Keyscale sliders until the
range of the keyboard you wish to play (an octave or so around middle C, for example)
doesn’t suffer from those mandolin/phone artifacts. Make sure your sound retains the
“brassy” quality.
12. Turn on the Filter. Select HiPass mode, and adjust the Cutoff, Resonance, and other
filter parameters to taste. (As a suggestion, set Cutoff at 0.30 and Resonance at 0.41).
13. Choose Save Setting As from the Settings pop-up menu and save the setting with a
new name.
There are countless directions this sound could be taken in—as a muted trumpet, French
horns, and even sitars or flutes.
• Use the Body EQ to cut the lows and boost the Mids and His.
• Drag the Material Pad ball toward the Nylon corner to see how this affects the nature of
the sound.
• Choose Blow as the Object 2 type, then experiment with the Object 1 and 2 positions.
This can also result in different brass sounds.
2. Make sure Keyboard Mode is set to mono, as flutes and other wind instruments
are monophonic. After you’ve created the setting, feel free to experiment with this
parameter while playing, and make your choice.
8. Move the Material Pad ball to a position between the end of the Inner Loss text and
below the Nylon text.
9. Play the keyboard and you should hear a flute-like sound, but with a long release—
which obviously isn’t ideal. Drag the Amplitude Envelope Release slider down to around
0.99 ms.
13. Activate the Waveshaper and select the “Tube-like distortion” type.
14. Play a few notes, and adjust the Waveshaper Input Scale and Variation parameters to
taste (try Input Scale = 0.16 and Variation 0.55, for example).
16. You can use a number of approaches to add interest to the sustained sound. These
include using the vibrato modulator (assigned to aftertouch, perhaps), recording or
drawing in an envelope, and controlling the Waveshaper Input Scale via Velocity and/
or String Media Loss. You could even use the Loop Alternate Sustain Mode. Feel free to
experiment!
17. Choose Save Setting As from the Settings pop-up menu and save the setting with a
new name.
1. In MainStage, load the #default (or your vanilla) setting file. (Object 1 type should be set
to Impulse. If it isn’t, change it now.)
6. Drag the R(elease) slider of the amplitude envelope all the way down.
9. Play a C chord, and you’ll hear a cheesy organ sound. As you can see, Pickup A position
has a significant effect on the overall sonic character of the sound.
10. Drag the Object 2 pickup while holding down the C chord. When you find a position that
meets your “that sounds like an organ” criteria, release the object pickup.
12. Carefully adjust the Object 2 Variation parameter downward and upward until you find a
tone you like.
13. You may at this point want to move the Object 2 pickup parameter to another position.
Hold down a chord while doing so.
14. You can make further tweaks to the Variation and Timbre parameters of Object 2.
15. To introduce a little key click, change Object 1 type to Strike, and adjust the Strength
and Timbre parameters.
16. To add a little of the detuned organ vibe, set the Warmth parameter between 0.150
and 0.200.
You can use this as the basis for your next organ setting.
Tip: Play notes or chords adjusting parameters, so you can hear what each
parameter is doing to the sound. You probably notice some intermodulations that are
introduced when you’re playing chords. Apart from the pitch differences between notes
in the chord, this is a result of the interactions between each voice being produced by
Sculpture. These slight variations between each voice—or string—and their harmonic
interactions with each other are not dissimilar to the harmonic interactions of a violin
section in an orchestra—even when playing identical lines.
7. Drag the Media Loss slider up and down while playing to hear its effect. Find a
suitable setting.
8. Similarly, you can change the Material Pad ball position—although its effect on the
overall tone of the sound is heavily reliant on the Media Loss value.
9. Activate the Body EQ and Filter, then adjust the settings to taste.
10. Choose Save Setting As from the Settings pop-up menu and save the setting with a
new name.
2. Choose the +1 Oct. parameter from the Transpose pop-up menu at the top of the
interface, and play a few notes around C2.
3. You can certainly drag the ball on the Material Pad toward the Nylon corner, but first
choose Pick from the Object 1 Type pop-up menu.
4. Play your keyboard, and adjust the ball position while doing so.
6. You may also want to adjust the amplitude envelope Release parameter (the vertical
R slider in the section to the right of the circular Material Pad).
7. To make your bass more woody, adjust Object 1 pickup position toward the right (drag
the #1 slider in the Pickup section, which is at the left side of the interface). At extreme
positions (the left or right end), you’ll find that the bottom end of your bass is lost. Try
it out.
8. Adjust the position of Pickup A and Pickup B by dragging the horizontal sliders. As you’ll
hear, you can quickly recreate a picked acoustic or electric bass sound.
9. To instantly make the sound a hybrid (or full-on) synthesizer bass, click the Waveshaper
button (directly above the circular Material Pad and choose one of the types from the
Type pop-up menu above the button.
10. Choose Save Setting As from the Settings pop-up menu and save your settings with
new names as you go.
You’ll probably come up with several new sounds in just a few minutes. Each of these can
be used as is, or as templates for future bass sounds you create.
2. Set the Voices parameter to a value of 6—there are only six strings on a guitar.
Obviously, pick 7 for a banjo, or as many as possible for a harp.
7. Activate the Body EQ, and select one of the Guitar models.
8. Adjust the various Body EQ parameters. These have a major impact on the overall
brightness and tone of your guitar sound. (Try Model Guitar 2, Intensity 0.46, Shift 0.38,
and Stretch 0.20, for example.)
9. Set Fine Structure to a value of around 0.30 to 0.35—let your ears be the judge.
10. Drag the Spread Pickup semicircle vertically to increase the perception of stereo width
(a value around the 10 o’clock/2 o’clock mark is nice).
12. Adjust the Cutoff and Resonance parameters to taste (try both at 0.81).
13. Adjust the Tension Mod slider upward, and play the keyboard to see how the
momentary detuning effect caused by this parameter affects the sound. Set it
to an appropriate amount.
15. Choose Save Setting As from the Settings pop-up menu and save the setting with a
new name.
• Reposition the Material Pad ball to create a completely different tone to your guitar.
4. Play the lower half of your MIDI keyboard, and you’ll hear a viola/cello-like sound, which
could obviously be improved.
5. Set the Object 1 Velosens slider to match your playing style and that of the music, as
you’re playing the keyboard. Adjust later, if necessary.
6. Drag the Tension Mod slider slightly upward, so that the arrowhead covers the “D.” This
emulates the momentary detuning effect of the bow stretching the string.
10. Set the Body EQ parameters as follows: Intensity 0.73, Shift +1.00, and Stretch+1.00.
12. Drag the Spread Pickup semicircle downward until the light blue dots reach the 10:30
and 1:30 positions.
14. Choose Save Setting As from the Settings pop-up menu and save the setting with a
new name.
• Set up a modulation, such as a vibrato, that is introduced into the sound after a
short period.
• Follow the example above to create higher-pitched solo string instruments, but pay
special attention to all Keyscale parameters. Careless settings can lead to an out-of-
tune violin or viola.
• For a truly radical change (using the example settings above), change Object 1 type to
Pick, and you’ll have a round and rubbery synth bass sound in the lower octaves and a
passable harp across the rest of the keyboard.
Sculpture has an advantage over traditional synthesizers in that its core synthesis engine
produces a wider variety of basic tones, and these tones have an organic quality and
richness to them.
The tasks below provide programming guidelines, tips, tricks, and information to assist you
in creating classic synthesizer sounds in Sculpture.
5. Drag the Material Pad ball to a position at the extreme left of the Pad, exactly halfway
between the top and bottom—on a line with the Material label.
11. Drag the Int slider in the Morph Pad Randomize section to a value of 25%, for example.
13. Choose File > Save Setting As, and enter a new name, such as “vanilla pad,” for
example.
You’ll be using this basic pad sound for several other examples. Don’t be shy about
doctoring the “vanilla pad”—anything goes, so make use of any of the Filter, Delay, EQ,
and Waveshaper parameters to quickly create new sounds.
4. While holding down a chord, drag the amt slider left and right. Finally settle on a value
of 0.15.
5. Choose Object 1 Strength from the Target pop-up menu near the 1 button.
6. Click the sync button, and adjust the Rate knob to a value of 1/8t.
7. Activate the second LFO 1 object by clicking the 2 button, and then choose Object 1
Position from the Target pop-up menu by the 2 button.
10. Play the keyboard at different velocities, and you’ll hear some shifting of the Object 1
pickup position.
11. Choose Sample&Hold from the Waveform pop-up menu, then play the keyboard
at different velocities. If you’ve got a sustain pedal, use it. Listen to the endlessly
evolving sound.
12. You might want to experiment with the project tempo and the LFO rate.
13. You may want to alter the Spread Pickup value, and introduce LFO 2 or the
other modulators.
3. Play a chord on the keyboard, and drag the Morph Pad ball in a circle.
5. Now change the Morph Mode to Env only, and you should see your Morph circle.
If you created and saved the vanilla pad setting discussed in “Create a basic synthesizer
pad sound”, you were asked to use the Morph Points, Intensity, and Rnd parameters as
part of the setting. This was to ensure that there would be several morph points already
available for your use when morphing.
You can, if you like, retain the path of your morphed pad, and continue to click the Rnd
button and adjust the Int(ensity) slider for an endless variety of sounds.
Note: To see the settings for these tutorials in the Sculpture window, choose Tutorial
Settings from the Settings pop-up menu.
To build a bass and all its components in Sculpture, you need to understand the basic,
physical process of sound production within the instrument. In general, the electric bass
has four strings. The lowest string is usually tuned to E 0 or E (MIDI note number 28). The
strings above the low E are tuned in fourths—thus A, D, and G. There are basses that have
five, six, or more strings, but because Sculpture has no tonal limits, this is unimportant.
What is much more important for sound programming is the overtone content of the bass
sound, which depends primarily on the qualities of the strings.
• Round wound strings: A very fine wire is wound around a steel cable core, which results
in a metallic sound full of overtones.
• Flat wound strings: The fine wire wrapping is ground down or polished smooth, and the
sound has far fewer overtones in comparison. (These are much less popular today.)
In contrast to guitar strings, the structure and workmanship are the same for all strings in a
set. Sets combining wound and non-wound strings do not exist.
The relationship between string length and string tension has a significant impact on the
overtone content. Disregarding basses that can be adjusted to different scale lengths
(different vibrating string lengths), the actual playing position that is used plays an
important role. When you play D at the tenth fret on the low E string, it sounds more
muffled than the same pitch played on the open D string.
The number of frets differs from bass to bass and depends on the scale length. Don’t
worry about pitches higher than a single ledger line C; the actual functional range of this
instrument is primarily in its two lower octaves—between E 0 and E 2.
Also worth mentioning is the fretless electric bass. Like all instruments of this type, it is
freely tunable and possesses a distinctive, individual sound. See Program a fretless bass
sound in Sculpture.
• Fingered: The strings are played with the alternating index and middle fingers.
• Picked: The strings are played with a pick. See Program a picked bass sound
in Sculpture.
• Thumbed/Slapped: The strings are either played with the side of the thumb on the
fingerboard or plucked strongly with the fingers. See Program a slap bass sound in
Sculpture.
Now to the body of the instrument, and its resonant properties. Almost all electric basses
have a steel rod running through the neck, to strengthen it, and a body made of solid wood.
This construction allows the strings to vibrate relatively freely (sustain), even though very
little direct sound is generated. The pickups and the amplifier and speaker systems are
responsible for the actual sound of the instrument.
The acoustic interaction between body, strings, and external sound sources is much less
complex than with pure acoustic instruments.
The vibration of the strings is, of course, naturally hampered by several physical factors:
the radius of motion of the string (the antinode) is impeded by the left bridge or by the first
fret that’s pressed down upon, and the frets in between. This can lead to the development
of overtones that can take the form of anything from a slight humming or buzzing to a
strong scraping or scratching sound.
In addition, factors such as the material properties of the strings and the instrument, as
well as the softness of your fingertips, also serve to dampen the vibration of the string.
Sequentially follow the tasks in this section and Refine the basic Sculpture bass sound to
learn how different components can be modeled and to gain a fuller understanding of how
Sculpture parameters interact.
Note: You can, of course, transpose sounds within Sculpture, but this isn’t the best
solution in this case, for the following reason: Sounds would not be compatible with
MIDI regions in which note number 60 as middle C is considered to be the measure
of all things.
2. Choose the #default setting from the Settings pop-up menu in Sculpture.
2. Shorten the Release time of the amplitude envelope to a value between 4 and 5 ms.
Play a key on your keyboard. The note should stop abruptly when you release the key
and should be free of artifacts (a digital crackle or snap). If you encounter any artifacts,
carefully increase the Release time.
3. Play some sustained notes in the range above E 0. These die away too quickly. Correct
this quick die-out with the Media Loss parameter by dragging the slider to the left of
the Material Pad almost all the way down to the bottom. Note that the low E string on a
high-quality bass can sound for over a minute.
Your basic bass should simulate a fingered articulation, which means that the sound is
created by striking the strings with fingers.
Don’t be confused by the name of the object type; despite the name pick, this model is
appropriate for simulating the playing of strings with your fingers.
Play some notes in the lower range. You’ll hear that the sound is very muffled, hollow,
and distorted. Before you adjust further parameters in Object 1, you need to set the
position of the pickup.
This is accomplished in the Pickup display to the left of the Material Pad. You’ll find
three arrow-shaped sliders, representing Objects 1 to 3. The two transparent bell-
shaped curves help you to visualize the position and width of Pickup A and Pickup B.
On electric basses the pickups are found quite a way off to the side and near the bridge.
This particular bass has only a single pickup.
The behavior of a single pickup is simulated by placing both pickups at exactly the
same position.
Note: Make sure the Invert switch to the lower left of the Pickup display isn’t turned on,
because this would cause the pickups to completely cancel each other out.
6. Drag the Object 1 slider in the Pickup display in a horizontal direction. Play the keyboard
while doing so, to hear the changes it makes.
7. You’ll quickly realize that you can achieve a precise, crisp sound only when you drag
the slider relatively far away from the middle of the string. Move Object 1 closer to the
pickup (position 0.15 in the figure below).
8. The low notes are still distorted. You can remedy this by adjusting the Level knob to the
right of the amplitude envelope. Set a value of −10 dB.
1. In MainStage, drag the ball in the Material Pad up and down at the left edge. Pay
attention to how the overtones react.
Drag the ball to the lower-left corner. The sound should vaguely remind you of the
sound of a low piano string. Because the overtones sustain too long, the tone sounds
somewhat unnatural.
Note: In general, a splaying of the overtones in low wound strings is typical. You can
recognize it by the slightly impure, metallic sound. This occurs because the partials
(overtones) are not exact whole number multiples of the fundamental frequency but rather
are shifted somewhat higher. An example of this effect in the real world of electro-acoustic
instruments is the low strings on a Yamaha CP70. This is overkill, but your bass model may
benefit from a small amount of this effect.
2. To realistically simulate the splaying of overtones, try the following example setting:
1. In MainStage, activate Object 2, and choose Bouncing from the Type pop-up menu.
The sound should now vaguely remind you of a mandolin tremolo. This is far too strong
an effect for this kind of sound.
3. Experiment with Object 2 parameters. A discrete and realistic result can be achieved
with the following parameter values: Strength 0.33, Timbre −1.00, and Variation −0.69.
Play some low notes, and you’ll find that once again the overtones sustain a little too
long—somewhat like the lowest notes or strings on a piano. this can be corrected by
dampening the string.
Note: Experiment with how the Strength parameter of Object 3 interacts with the Inner
Loss Material Pad parameter. The higher the Inner Loss value, the smaller the Strength
value can be, and vice versa.
When turned on, the key-scaling function is used to adjust the timbre of the sound,
independent of pitch. Before using the blue sliders to do this, try the Resolution parameter.
• In MainStage, click the Keyscale button at the bottom of the Material Pad. The key scale
below C3 is displayed in green, the range above in light blue. The Material Pad with its
Keyscale parameters activated is shown here:
Sequentially follow the tasks in this section after reading Program a basic bass sound
in Sculpture to learn how different components can be modeled and to gain a fuller
understanding of how Sculpture parameters interact.
1. In MainStage, play some notes at the higher end of the bass range (around C2), then
drag the Resolution slider all the way to the right and then gradually back toward
the left.
You can hear how the sound loses overtones yet simultaneously becomes louder. At low
Resolution values, an inharmonic metallic rattling is heard in the sound.
2. Increase the Resolution value until the metallic rattling disappears. Set the slider to the
following position:
3. Play some notes in the bottom range (around E 0). You’ll note that the sound is quite
muffled and vintage-like. Move the green Low Keyscale slider (found below the main
Resolution slider) all the way to the right; the low range should now sound a little
more wiry.
With most stringed instruments, the overtone content decreases as the pitch becomes
higher. Strictly speaking, this is true only of open strings, and even then in a limited
sense. If the strings are fingered, the length of the string is shortened, especially in the
high register, and the effect becomes more significant.
2. Drag the green line next to the ball toward the bottom until the small green diamond is
located directly above the word Steel.
When playing, you’ll recognize the smooth transition that takes place between the
wiry, overtone-rich sound at the bottom end and the extremely dampened sound in the
upper register. This exaggerated setting was chosen to clearly demonstrate the scaling
principle in stringed instruments. To achieve an authentic sound and timbre, try the
following setting:
Set sustain levels for the basic bass sound, dependent on pitch in Sculpture
In basses in particular, low notes sustain far longer than high notes. Sculpture allows you to
authentically and convincingly simulate this behavior with the Media Loss parameter.
1. In MainStage, play a few held notes in the range around C2 and above. You’ll hear that
these notes die out much too slowly. Drag the Media Loss slider up until this range
begins to fade out quickly enough. The downside is that the lower notes now die out too
quickly.
2. Drag the green Media Loss Key Scale slider down until the fade-out phase of the lower
range is sufficiently long.
You’ve now created a basic bass that’s articulated with your fingers. Save this as E-Bass
Fingered Basic. You’ll be using this basic bass as a foundation for the construction of
further bass sounds.
The scope for sound design, by altering the frequency spectrum of electromagnetic
instruments, is far more flexible than that offered by acoustic instruments. In addition
to the number of pickups, a major role is also played by the choice of amplifier, the
equalization setting within the amplifier, and—last but not least—the physical properties of
the speakers and their enclosing cabinet.
The central features of your electric bass sound are complete, but the sound can be
improved by paying close attention to some details. Here are a few general suggestions:
• Vary the position of the pickups. Try placing each of them in different positions. This
cancels out certain frequencies, and others are summed together.
• Try turning on the Invert switch, even though this effect is not typical for electric
basses.
• What is typical for bass sounds is the placement of the pickups in the outer-left third of
the string model. The farther you move them to the left, the thinner and more nasal the
sound becomes.
• Shifting Object 1 has a similar effect. Try different combinations here as well.
Alter the frequency spectrum of your basic bass with the Body EQ in Sculpture
The Body EQ is ideal for giving the bass sound that final, finishing touch. Your electric bass
sound could be a little less smooth, and a bit more precise in its attack phase. Bassists like
to use the terms drier and more bite to describe this phenomenon.
2. Choose the standard Lo Mid Hi model from the Model pop-up menu in the Body EQ
section.
3. Reduce the low bass frequencies by setting the Low knob to a value of −0.30.
4. Boost the mid-range frequencies substantially by setting the Mid knob to a value of
0.50. Drag the Mid Frequency slider to a value of 0.26.
6. The sound could stand to be a little more wiry, so set the High knob to a value of 0.30.
7. To finish off, set the Level knob (to the right of the amplitude envelope) to a value of
−3 dB.
The sound is now as loud as possible, without the low notes distorting.
If you imagine the fingers to be very soft picks, it makes sense to alter the Pick parameters
so that a hard plastic pick is the outcome.
3. Try several different Variation settings to get a feel for the material qualities of the pick.
Note: Not all positions deliver usable results for the entire range of the instrument.
4. You’ll get a consistent, working setting for the two octaves above E 0 with the following
parameter settings: Position 0.17 (Pickup display), Strength 1.00 (maximum), Timbre
0.90, and Variation 0.56.
When these settings are used, you’ll find that the sound has become softer and very thin.
In fact, it’s somewhat reminiscent of a clavinet.
2. Set the High knob to −0.45 because the sound is now so bright that rolling off a few of
the highs can’t hurt.
3. Bring the volume into line. If you adjust the Level knob to 2.5 dB, nothing should be
distorting. If this isn’t the case, try reducing some more of the bottom end with the
Low knob.
Object 3 is used to emulate the virtual ball of the thumb in this example. The Timbre
parameter determines the kind of damping that occurs, and Variation dictates the length
of the string section that is being dampened.
3. Move Object 3 a little to the right in the Pickup display (to position 0.95) to simulate the
width and position of the ball of the thumb lying on the bridge.
4. Set Timbre to its minimum value (−1.00) to achieve a very soft damping effect.
5. Set the Variation parameter to its maximum value of 1.00.
A metallic ringing occurs during the attack phase and still can be heard in the octave
above E0.
6. To suppress the ringing, move the small green diamond on the Material Pad to a position
directly under the ball. In doing so, you’ve just increased the Inner Loss value for the
low key range.
Note: To place the diamond exactly under the ball, you can click it while pressing the
Option key.
3. Adjust Variation to its initial value of 0.00 by clicking the Variation slider while holding
down the Option key.
4. Move Object 3 to the exact middle (0.50) of the Pickup display. Play the keyboard, and
you’ll hear the first overtone as a harmonic.
5. While playing, very slowly move Object 3 toward the left of the Pickup display. In doing
this, you are effectively scrolling through the overtone series, so to speak.
2. Drag the Material Pad ball upward and the sound becomes more muffled.
3. Increase the Object 3 Strength parameter to 0.70. The result is a muted pick bass with
flat wound strings.
Tip: If you turn off Object 3, you’ll hear a sound that is reminiscent of a 1970s
Fender Precision Bass.
3. Move the virtual pick (Object 1) a little farther to the outside (position 0.10).
4. Enhance the sound with the Body EQ by turning the Low knob to its maximum value
(1.00).
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 knob to increase this value to 0.51.
Option-click the Body EQ High parameter to set it to a value of 0.00.
Because 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 Keyscale parameter to its initial value by Option-clicking the small green
triangle (found below the main Resolution slider).
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.
8. Drag Object 1 to position 0.90 in the Pickup display. This position corresponds to a
playing position above or on the fingerboard.
Note: Given its universal concept, Sculpture does not react exactly like a bass, where one
would tend to play in the middle of the string on the upper part of the fingerboard. Try
moving Object 1 to this position and see how it sounds. You’ll find that the sound is a little
too smooth.
This defines the softer material that constitutes the fleshy part on the side of your
slapping thumb. Put more technically, Variation defines the type and degree of
reflection.
4. Choose Bound in the Object 2 Type pop-up menu to emulate the typical bright rattling
that is created when the string strikes the fingerboard.
Bound limits the antinode of the string in exactly the same way as the fingerboard on a
real electric bass.
Note: Try some higher values as well. You’ll see that the sound becomes softer and
softer until it’s completely dampened by the obstacle.
3. Set Variation to 0.64. Despite the overtone-rich reflection, the string can still
vibrate freely.
Note: Try some negative values—you’ll see that the reflections can no longer develop in
an unhindered fashion.
4. Set the Level knob to −3 dB. The Bound obstacle has made the sound softer.
5. Notice that the sound is still too smooth for a real slap bass, so try using the Body EQ
again. Turn on the Body EQ, and adjust the parameters as follows: Low 0.25, Mid 0.43,
High 0.51, and drag the Mid Frequency slider to 0.59.
Tip: In the Disturb model, the Timbre parameter determines how far the string
is deflected from its resting position by the obstacle. Positive values precipitate no
deflection of the vibration from its resting position. Variation defines the length of the
string section that is disturbed—positive values correspond to a longer section of string,
negative values to a correspondingly shorter section of string.
4. Adjust Object 2 parameters to the following values: Strength 0.14, Timbre −0.05,
Variation −1.00.
5. Drag the Object 2 slider, which remains at the far right in the Pickup display, to see
its value of 0.99. You’ll note that the range between C2 and C3 already sounds quite
acceptable, but the buzzing in the lower notes is still too strong. It is somewhat sitar-
like, so keep this disturb model in mind when it comes to creating a home-spun sitar.
Obviously, the effect needs to be scaled over the relevant tonal range. Unlike the
parameters for the string, Objects 1 to 3 don’t have a directly addressable key scaling
function. There’s a clever way around this: Both LFOs offer a key scaling function. As
you probably don’t want the buzzing to be modulated by a periodic oscillation, you need
to reduce the LFO speed to infinitely slow or 0. In this way, you can deactivate the LFO
itself, but still use its modulation matrix.
7. Activate LFO2 by clicking the LFO2 button at the bottom left, and set the Rate knob to a
value of 0.00 Hz.
8. Click the 1 button (next to the RateMod slider, to the upper right) to activate the first
modulation target.
11. Drag the amt slider to the right while you are playing. You can hear that the singing
buzzing fades out in the lower range, while gradually being retained as you move toward
C3. Drag the slider to a value of 0.15. The buzzing is now far more moderate in the low
range.
12. Switch Object 3 back on. Set Timbre to its minimum value (−1.00) and Variation to its
maximum value (1.00). Object 3 should be positioned all the way to the right, at a value
of 1.00.
13. Vary the Object 3 Strength parameter. You’ll discover that the overtone content of the
buzzing can be controlled very effectively. A Strength value of 0.25 is recommended
here.
Because Sculpture can synthesize only one note at a time at any given pitch, simple
doubling isn’t an option. There are, however, alternatives for bringing movement and life
into the sound. Almost all of the type parameters of the different objects can be modulated
by LFOs, resulting in a vast number of possible combinations.
As a rule, basses are mixed without effects (dry), but a small amount of reverb can be quite
appealing on a fretless bass, when used as a solo instrument. Use the Delay section to
emulate this. Heavy delays are, however, used on basses in “dub” style reggae.
Both of the light blue dots move downward toward the letters L and R.
You can hear how the stereo breadth of the fretless sound has increased. Pickup A is
sent out on the right channel, while Pickup B occupies the left channel.
Note: Although only modern basses offer such stereophonic features, it’s still fun to
process conventional sounds with this effect. Note that not all pickup positions are
monophonic-compatible. You can check this by returning the Spread Pickup setting to
monophonic—click the Spread Pickup semicircle while pressing the Option key.
2. Click the 1 button (next to the RateMod slider, at the upper right) to activate the first
modulation target.
5. To hear the effect, you need to set the modulation intensity (amount). Familiarize
yourself with this effect by moving the amt slider gradually to the right. Set it to a final
value of 0.15, a moderate rate that doesn’t wobble too much.
Tip: At the maximum stereo breadth, effects based on detuning are not as prominent,
especially when the beats heard in the sound result from signal differences between the
left and right channels. This is valid only to a certain degree, because the motion of the
pickup doesn’t create a true chorus or harmonizer effect. Try it out and see what happens
when the stereo breadth is reduced a little. Also test other modulation targets, such as
Pickup Pos A+B, Pickup Pan A+B, Pickup Pan A−B, and String Stiffness.
The individual reflections are still too brash. To make the effect more discrete and
unobtrusive, adjust the frequency spectrum and amplitude of the reflections. Start with
the frequency spectrum.
7. Drag the LoCut slider to 200 Hz and the HiCut slider to 1000 Hz in the Delay section.
The LoCut parameter at 200 Hz excludes the low frequencies in the reflections, thus
preventing a muddy sound. The comparatively drastic cut to the highs with the HiCut
parameter blurs the individual reflections, thereby creating the impression of a small
room with soft surfaces.
8. Set the Wet Level knob to 25% to reduce the total level of the effect.
3. Drag the Input Balance slider all the way to the right, to 1.00.
7. Drag the LoCut slider to 200 Hz and the HiCut slider to 1600 Hz.
8. Now adjust the overall level of the effect—try setting the Wet Level knob to a value
of 45%.
9. Vary the stereo position and rhythmical structure of the delay, by moving the small light
blue diamond around the Delay Pad.
Sculpture contains a number of functions you can use to create new and novel synthesized
sounds. This includes the Morph Pad, which can be automated, as well as recordable and
programmable envelopes that can be used in a rhythmic context. See Create morphed
sounds in Sculpture.
Such features are usually unnecessary when reproducing natural bass sounds, because no
electric bass that exists can alter the tonal characteristics of the string during the decay
phase of a note—perhaps from wood to metal—and rhythmically synchronize this change
to the tempo of the project. These functions are useful, however, when creating sustained,
atmospheric sounds where slow and interesting modulations help them come alive. See
Create a sustained synthesizer sound in Sculpture.
Examine the three objects. Notice that only Object 1 is active, and acts on the string with
an Impulse object type: the string is briefly excited when the note is played, then the
sound decays. A sustained pad sound requires an exciting agent that constantly acts upon
the string. The appropriate object types are Bow or Bow wide (the string is played with
either short bow strokes or long, extended bow strokes), Noise (excited by a random noise
signal), or Blow (excited by being blown—much like a clarinet or flute).
Test the above mentioned object types one after the other. Drag the Object 1 Pickup slider,
responsible for the exact position of the exciting agent, up and down the string while you’re
playing. You will come to two conclusions: First, the sound is now sustained for as long
as you hold down a key. Second, dragging the Object 1 slider with the Bow type selected
results in the most pronounced sonic changes. This setting promises the most rewarding
possibilities for varying the sound, and that’s why this type has been chosen.
The sonic variations created by the Bow type are very appealing when the virtual bow
stroke is moved along the string. You can control this movement by using an envelope, thus
creating the foundation of your pad sound.
It makes more sense and is more convenient to record the envelope rather than program it,
even if it is easy to program it with the graphic display.
2. Locate the Envelope section in the lower-right corner of the Sculpture window. Select
the first of the two envelopes by clicking the envelope 1 button to select it. In the left
part of the Envelope section, notice the two routing possibilities that are used to assign
a modulation target to the envelope.
3. Click the 1 button to activate the first routing link, and choose Object1 Position from
the Target pop-up menu as the modulation target. Drag the amt slider all the way to the
right to set the modulation intensity to its maximum value.
The envelope can now be recorded. It is assumed that your MIDI keyboard has a
modulation wheel that outputs the corresponding MIDI controller message (CC number
1) and that option 1 ModWhl is selected for control of Envelope 1 (choose 1 ModWhl
from the CtrlEnv 1 pop-up menu in the dark bottom edge of the Sculpture window).
4. Click the R button near the top of the Envelope section below Record Trigger, to prepare
the envelope for recording. Choose Note + Ctrl Movement from the Record Trigger pop-
up menu.
This option specifies that the recording of the controller messages from the modulation
wheel begins the instant the first note is played.
5. Play a note when you want to start the recording, and move the modulation wheel slowly
upward while keeping the key on the keyboard depressed. Notice the sound variations
you create while moving the modulation wheel.
6. At the end of the recording, return the wheel to its initial starting position and, after you
release the depressed note, click the R button to deactivate the recording mode.
2. Drag the Spread Pickup semicircle upward until the light blue dots come to rest near the
line that separates both semicircles.
3. Click the 1 and 2 buttons to activate both of the modulation links in LFO1.
4. For the first link, choose PickupA Position from the Target pop-up menu, and then drag
the amt slider to a small positive value of about 0.03 Hz to modulate the position of
Pickup A.
5. For the second link, choose PickupB Position from the Target pop-up menu, and then
drag the amt slider to a small negative value of about −0.03 Hz to modulate the position
of Pickup B.
You can hear a pleasant beating or chorus effect in the sound, which makes it broader
and more full, alleviating the unpleasant, dry character. Another unpleasant aspect
is that the sound is too strong in the mid frequency range and could use some
equalization. You can use the Body EQ to correct this.
6. Activate the Body EQ, and experiment with the Lo Mid Hi model—the standard setting.
Try reducing Mid to −0.5 and dragging the Mid Frequency slider to 0.37.
The pad now has a pleasant and unobtrusive ambience; you can leave the other Delay
parameters at their original values.
Make the sound more lively using the jitter modulators in Sculpture
You can make the sound more animated with some subtle modulation, which makes the
jitter modulators the perfect tool for the job. The jitter modulators are basically LFOs that
use a random waveform.
1. In MainStage, click the Jitter button below the LFO section to activate the display for
both of the jitter modulators.
2. Click the 1 button to turn on the first link in Jitter 1, and choose Object1 Timbre from the
Target pop-up menu.
3. Drag the slider below the Target pop-up menu to −0.40 to adjust the Intensity, and
reduce the Rate parameter to 1 Hz. There should be subtle inconsistencies in the
pressure applied by the bow to the string. To better recognize this effect, temporarily
increase the Intensity level.
You can use the second jitter modulator for random position deviations with the
modulation target Pickup Pos A+B (pickup position A and B).
4. Activate Jitter 2 and choose the Pickup Pos A+B setting from the Target pop-up menu.
5. Drag the slider below the Target pop-up menu to an Intensity of about 0.2, and adjust
the Rate knob to 1.5 Hz. As you increase the Intensity, the sound develops a distinct
clinking or rattling—adjust this effect to taste.
You now have a satisfactory pad sound, which you should leave alone at this point, even
though a few Sculpture features such as the Filter and the Waveshaper lie idle—not
to mention the two additional Objects—but sometimes it’s a good idea to quit while
you’re ahead.
2. Drag the ball to one corner to select the corresponding partial sound, indicated by
highlighted arches that appear in the corner.
5. Carefully drag the ball around the Material Pad to find a position where your pad sound
takes on a new and interesting character. Also try the extreme corners, for example.
After you choose different settings for the Morph Pad corners, moving the morph ball
creates marked sound variations—even though the intermediate stages do not all exhibit a
tonal character. You can automate the morphing process by assigning two MIDI controllers
to the MorphX and MorphY pop-up menus. You can also automate the Morph Pad using a
recorded envelope (for more information, see Record Morph Envelopes in Sculpture).
1. In MainStage, select one of the squares on the left side of the Morph Pad to determine
the number of corners that are to be varied.
2. To adjust the intensity of the random deviations, drag the slider on the right side of the
Morph Pad.
3. Click the Rnd button at the top of the slider to perform the randomization.
When you next move the morph ball, you’ll hear the variations you just created.
Studio Bass is a highly expressive sample-based software instrument that emulates the
sound of several electric basses and an upright acoustic bass, each with their own sonic
characteristics.
If you’re new to using plug-ins in MainStage, see Add and remove plug-ins.
Studio Bass contains parameters for volume, tone, pickup controls, and other sonic
characteristics typical of the selected bass instrument. See Main view parameters and
Details view parameters.
As with a real bass instrument, notes played with Studio Bass can have different tonal
qualities depending on their neck position. When a note is played, Studio Bass provides
visual feedback by indicating the positions of the hand and notes in the area resembling a
fretboard at the bottom of the plug-in window. You can influence these positions through
the use of MIDI Out channels. See String and position MIDI channel assignments.
• Classic: A vintage electric bass heard on some of the earliest country and
rock recordings.
• Sixties: A hollow-bodied bass with flat-wound strings and rich, round tone.
• Rock: A solid bass with a punchy and aggressive sound with rich overtones.
• Session: A studio workhorse with a wide variety of tones thanks to its ability to blend
both pickups.
• American Upright: A timeless acoustic sound full of rich and natural tones.
Common parameters
• Playing Style pop-up menu: Choose the hand playing style for the bass instrument.
• Slap: Play the bass in a funky slap style. The Slap playing style is available only for
the Classic and Modern bass instruments.
The Playing Style parameter is not available for the American Upright bass.
• Mute slider: Control the degree to which the bass strings are muted.
The Mute slider is not available for the American Upright bass.
The Definition slider is not available for the American Upright bass.
• Rhythm/Solo switch: In the Rhythm position, lower frequencies are boosted. In the Solo
position, higher frequencies are boosted.
• Both: The outputs of the bridge and the neck pickups are blended together.
• Stereo: The output of the bridge pickup is in the right channel, and the output of the
neck pickup is in the left channel. You can use plug-ins in dual mono mode to apply
different effect settings to each channel.
• Growl Attack: Control the time it takes for the growl to become audible. Longer notes
have longer growl attacks, and higher notes have faster growl attacks.
• Noises: Increase the probability of various instrument noises, such as, rattles, buzzes,
and crackles, based on velocity and on what note you play. This parameter is a submix
of the Rattles, Releases, and Handling parameters in the Details view.
Portamento parameters
• Portamento knob: Set the time it takes to slide from one note to another.
• Tempo Sync button: When turned on, the portamento time is set to note values instead
of milliseconds.
Noise Parameters
• Electric basses:
• Scrapes slider: Set the volume of the sound of the pick scraping on the strings.
This control is only available when the Playing Style parameter in the Main view
is set to Pick.
• String Noise slider: Set the volume of the sound of the hand moving on the strings.
• Hum & Hiss slider: Set the volume of the electronic circuit that is characteristic of
each bass instrument.
• Release Noise slider: Set the volume of the sound that occurs when the finger
dampens the note.
• Releases slider: Set the volume of the sound that occurs when the finger dampens
the note.
• Handling slider: Set the volume of the sound of hands moving and changing their
position on the instrument.
The output of these parameters are summed together and controlled by the Noises
parameter in the Main view.
• Pitchbend Down value: Set the downward pitch bend range in semitone steps.
• Mono per String: Only one note per string can play at a time, limited to four notes.
• Open Strings pop-up menu: Choose how or whether notes on open strings are played.
• Use: Play notes on open strings if they are near the current playing position.
Mute Controller
• Mute Controller: Choose a MIDI controller to adjust the Mute parameter in the
Main view.
The Mute Controller parameter is not available for the American Upright bass.
When you load a Studio Bass patch from the Library, you can use a keyswitch map in the
Smart Controls to switch between articulations while performing or recording. This lets you
add legato or slides, for example, to a bass line in real time.
The table shows the default keyswitch mapping, starting from C-1 (MIDI note number 12).
You can, of course, transpose the octave of notes used as keyswitches.
Note: Some articulation IDs differ for the American Upright. In such cases, use the second
number in the Articulation ID field.
D-1 14 44/52 Index Only Down Only Slap Only Pickup Note
G#-1 20 56/58 Pickup Hit Pickup Hit Pickup Hit Left Hand Pat
Single Single Single
Bb-1 22 57/59 Pickup Hit All Pickup Hit All Pickup Hit All Body Tap
8 Move the hand position to the 3rd If a note is not playable in this
fret. position on any string, the position
is moved to the closest alternative.
9 Move the hand position to the 5th If a note is not playable in this
fret. position on any string, the position
is moved to the closest alternative.
10 Move the hand position to the 7th If a note is not playable in this
fret. position on any string, the position
is moved to the closest alternative.
11 Move the hand position to the 9th If a note is not playable in this
fret. position on any string, the position
is moved to the closest alternative.
12 Move the hand position to the 12th If a note is not playable in this
fret. position on any string, the position
is moved to the closest alternative.
Studio Horns provides a collection of highly expressive single and section brass
instruments. It has a simple, clean interface, with all main controls at hand. Additional
controls enable you to customize Studio Horns to match your preferences and to work best
with your controllers. See Studio Horns extended parameters.
Studio Horns instruments feature a large collection of samples that cover different playing
styles, such as sustain, staccato, or falls. These playing styles, called articulations, are
chosen in the plug-in header. You can also switch articulations remotely with keyswitches.
Default section and single instrument keyswitches are covered in Studio Horns keyswitch
mapping.
If you’re new to using plug-ins in MainStage, see Add and remove plug-ins.
You can use MIDI channel events to control section instruments. If you want to play
specific instruments in a section, you can send MIDI messages on their respective
channels, then add a list of channel assignments. See Studio horns section MIDI
channels.
Depending on the size and type of section, a voice can consist of one or multiple
instruments. This mimics the distribution of notes (voicings) among players, based on
what instrument group is best suited to a particular note range, for example. See Studio
Horns extended parameters for details about additional Auto Voice Split functions.
Note: When Auto Voice Split is off, Horn section instruments that share a key range are
layered, with all horns assigned to a key range played simultaneously.
• Last Played Articulation field: Displays the most recently used articulation. This may be
different to the articulation shown in the plug-in header.
• Auto Vibrato knob: Set the intensity of vibrato in the chosen sound. Further vibrato
control is available in the extended parameters.
• Humanize knob: Set the amount of random variation in the chosen sound. This emulates
changes in embouchure by introducing small pitch and level fluctuations.
• Attack knob: Set the amount of time it takes for the instrument to fade in, following a
MIDI note on message.
• Release knob: Set the amount of time it takes for the instrument to fade out, following a
MIDI note off message.
• Key Clicks knob: Set the level of key and pad noise for sections that contain saxophones
and solo saxophone instruments.
Note: The Key Clicks knob isn’t shown for trumpet or trombone instruments.
• In MainStage, to create a smooth fall or doit, add a second (Fall or Doit articulation)
note of the same pitch directly following any note. There should be no, or a minimal,
gap from the previous note.
Note: Velocity of the Fall or Doit note can be different to the previous note. You can
also vary the length of the Fall or Doit note. This allows you to create very subtle falls
or doits at the end of any note.
• To perform falls and doits live on a keyboard, you can use the predefined keyswitches
for Falls and Doits. These operate in Trigger mode, which automatically creates the Fall
or Doit event and places it immediately after the previous note. Try this by holding a
note with a Sustain articulation. While the note is playing, press the keyswitch for the
Fall Long articulation. The sustained note is then stopped with a long fall.
Click the disclosure arrow at the lower left to view the extended parameters.
Note: The parameters are different for solo and section instruments.
• Manual Vibrato Mode pop-up menu: Choose a vibrato response curve for incoming MIDI
controller data. Choices are Off, Normal, Slow, Fast, Gentle, and Expressive.
• Dynamic Controller pop-up menu: Choose the MIDI controller used to adjust an
instrument’s dynamics (soft-loud) while a note is playing. This function requires the
Dynamics via CC button in the main interface to be turned on.
• Dynamic Controller Mode pop-up menu: Choose a mode to determine assigned MIDI
controller behavior and instrument response to incoming velocity data.
• Controller (Absolute): Dynamics are controlled only by the absolute value of the
assigned MIDI controller.
• Velocity & Controller (Catch): Dynamics are controlled both by incoming velocity
data and by the value of the assigned MIDI controller when it matches any existing
controller value. For example, a MIDI control knob with a value of 15 has no impact
on dynamic behavior until it reaches a velocity value of 47 in an existing region. Once
this controller value is reached, the assigned MIDI control knob will have an impact
on instrument dynamics.
• Velocity & Controller (Relative): Dynamics are controlled by both incoming velocity
data and by the value of the assigned MIDI controller, relative to any existing
controller value. For example, a MIDI control knob with a value of 15 will immediately
impact dynamic behavior, relative to the existing velocity value. Adjusting a knob
with a value of 15 to a value of 18 will adjust an existing velocity value of 47 to a
value of 50.
• Legato Transitions checkbox: Turn on to enable legato transition samples for both
monophonic and polyphonic modes, enhancing the realism of instruments played in a
legato style.
• Release Samples slider and field: Set the volume of release samples. Release samples,
as the name suggests, are triggered when you release a key. These allow for a natural-
sounding decay in sustained articulations, for example. If a low release sample value is
set, the sound may cut off abruptly, which can sound unnatural.
• Pitch Bend Range slider and field: Determine the range for pitch bend modulation. This
is bipolar, with a range of ±12 semitones.
• Extended Key Range checkbox: Turn on to allow the instrument (or instruments in a
section) to play beyond its normal key range.
• When off, the instrument (or instruments in a section) plays in the original key range.
This is the default, and should be used if you are aiming for authentic-sounding
performances.
• When on, the instrument uses the full keyboard range, allowing you to create
parts that extend beyond the realistic range of the instrument (or instruments
in a section).
• Allow Unison checkbox: Turn on to enable unison mode for split voices.
• When enabled, multiple instruments within a section can play the same note
simultaneously when a single or multiple keys are pressed.
• When disabled, one instrument within the section is played per key. To have all
instruments of a seven piece section play, you need to press seven keys.
• Split Voicing pop-up menu: Determine the octaves used by the respective voices/
instrument(s) in the section. Results vary based on your Split Mode pop-up
menu choice.
• 8va: Double the top part an octave up. This is a common technique used to make
melody lines more prominent.
• Drop 2: Transpose the second note from the top of the chord down an octave. This
technique is used to make an arrangement sound thicker and richer.
• Drop 2+4: Transpose the second and fourth note from the top of the chord down
an octave. This technique is used to thicken an arrangement. It is more suitable
for sections with five or more instrument “voices,” but can be useful with
smaller sections.
• Split Mode pop-up menu: Choose the mode used to split individual or grouped
ensemble instruments.
• Start with Lead Voice: The first incoming note is assigned to the Lead Voice, which
is usually a higher-range instrument such as a trumpet. All subsequent notes are
assigned, in descending order, to the Middle and Bass Voices.
• Start with Bass Voice: The first incoming note is assigned to the Bass Voice. All
subsequent notes are assigned, in ascending order, to the Middle and Lead Voices.
• Start by Key Split: Incoming notes below the defined split key (set with the Split Key
pop-up menu) are assigned to the Bass Voice and the lower Middle Voices. Notes
above the split key are assigned to the Lead Voice and the higher Middle Voices.
• Split Key pop-up menu: Set the MIDI note number used as the split point for individual
ensemble instruments.
Note: This parameter applies only when Start By Key Split is chosen in the Split Mode
pop-up menu.
• Inst via MIDI Channel checkbox: Turn off to play the full section on any incoming MIDI
channel. Active Unison / Auto Voice Split / MIDI Split settings apply. When on (default),
the following applies:
• MIDI Channel 1: Full section is played with the active Unison / Auto Voice Split / MIDI
Split settings.
• MIDI Channels 2-16: Access individual instruments within the section. See Studio
horns section MIDI channels.
Articulations are accessed with the Articulation pop-up menu in the plug-in header.
Articulations can be remotely switched while performing or recording, enabling you to add
a fall or trill to a solo saxophone part, for example.
The table shows the default keyswitch mapping, starting from C0 (MIDI note number 24).
You can, of course, transpose the octave of notes used as keyswitches.
C0 24 1 Sustain X X
C#0 25 14 Growl X
D0 26 6 Expressive X X
Medium
E0 28 8 Expressive Short X X
F0 29 2 Staccato X X
G0 31 10 Fall Long X X
A0 33 11 Fall Medium X X
Bb0 34 9 Passionate X
B0 35 12 Fall Short X X
C1 36 13 Doit X X
C#1 37 16 Scoop X
D1 38 15 Shake (Horns) / X X
Trill (Saxes)
• MIDI channel 1 is always the “section” channel, meaning that it is used to play the
entire section, either via Auto Voice Split, or as a Layer/Key Split, depending on the
plug-in setting.
• MIDI channel 2 and above are used to access the different instruments of a
section directly.
Note: When the Inst via MIDI Channel checkbox in the Extended parameters is turned off,
the full section is played on any incoming MIDI channel. Active Unison / Auto Voice Split /
MIDI Split settings apply. Full section playback is also triggered by incoming MIDI channel
data that is not used in the section.
1 Full Section
2 Alto Sax 1
3 Alto Sax 2
4 Tenor Sax 1
5 Tenor Sax 2
6 Baritone Sax
7 Trumpet 1
8 Trumpet 2
9 Trumpet 3
10 Trumpet 4
11 Trombone 1
12 Trombone 2
13 Trombone 3
14 Bass Trombone
Studio Piano is a sample-based software instrument that accurately reproduces the sounds
of various pianos and simulates many of their physical characteristics, such as action
movement, dampers, and resonance.
If you’re new to using plug-ins in MainStage, see Add and remove plug-ins.
• Studio Grand
• Concert Grand
• Vintage Upright
• Stereo Mic A slider: Set the volume of a stereo pair of condenser microphones.
• Stereo Mic B slider: Set the volume of a stereo pair of ribbon microphones.
• Key Noise value: Set the volume of the sound of pressing and releasing the keys.
• Release Samples value: Set the volume of the damper returning to the string when
you release a key. Release samples allow for a natural-sounding decay. If a low release
sample value is set, the sound may cut off abruptly, which can sound unnatural.
• Sympathetic Resonance value: Set the volume of the resonance of undamped strings.
Studio Strings provides a collection of highly expressive single and section stringed
instruments. It has a simple, clean interface, with all main controls at hand. Additional
controls enable you to customize Studio Strings to match your preferences and to work
best with your controllers. See Studio Strings extended parameters.
Studio Strings instruments feature a large collection of samples that cover different playing
styles, such as sustain, staccato, or falls. These playing styles, called articulations, are
chosen in the plug-in header. You can also switch articulations remotely with keyswitches.
Default section and single instrument keyswitches are covered in Studio Strings
keyswitch mapping.
If you’re new to using plug-ins in MainStage, see Add and remove plug-ins.
You can use MIDI channel events to control section instruments. If you want to play
specific instruments in a section, you can send MIDI messages on their respective
channels, then add a list of channel assignments. See Studio strings section
MIDI channels.
Depending on the size and type of section, a voice can consist of one or multiple
instruments. This mimics the distribution of notes (voicings) among players, based on
what instrument group is best suited to a particular note range, for example. See Studio
Strings extended parameters for details about additional Auto Voice Split functions.
Note: When Auto Voice Split is off, String sections are split by key ranges, with each
string instrument within the section spanning a specific key range, and no layered
instruments.
• Last Played Articulation field: Displays the most recently used articulation. This may be
different to the articulation shown in the plug-in header.
• Resonance knob: Set the amount of cut or boost of the frequency range surrounding
the defined cutoff frequency.
• Attack knob: Set the amount of time it takes for the instrument to fade in, following a
MIDI note on message.
• Release knob: Set the amount of time it takes for the instrument to fade out, following a
MIDI note off message.
• In MainStage, to create a smooth fall, add a second (Fall articulation) note of the
same pitch directly following any note. There should be no, or a minimal, gap from
the previous note.
• To perform falls live on a keyboard, you can use the predefined keyswitches for
Falls. These operate in Trigger mode, which automatically creates the Fall event and
places it immediately after the previous note. Try this by holding a note with a Sustain
articulation. While the note is playing, press the keyswitch for the Fall Long articulation.
The sustained note is then stopped with a long fall.
Click the disclosure arrow at the lower left to view the extended parameters.
Note: The parameters are different for solo and section instruments.
• Dynamic Controller pop-up menu: Choose the MIDI controller used to adjust an
instrument’s dynamics (soft-loud) while a note is playing. This function requires the
Dynamics via CC button in the main interface to be turned on.
• Dynamic Controller Mode pop-up menu: Choose a mode that determines assigned MIDI
controller behavior and instrument response to incoming velocity data.
• Controller (Absolute): Dynamics are controlled only by the absolute value of the
assigned MIDI controller.
• Velocity & Controller (Catch): Dynamics are controlled by both incoming velocity
data and by the value of the assigned MIDI controller when it matches any existing
controller value. For example, a MIDI control knob with a value of 15 has no impact
on dynamic behavior until it reaches a velocity value of 47 in an existing region. Once
this controller value is reached, the assigned MIDI control knob will have an impact
on instrument dynamics.
• Velocity & Controller (Relative): Dynamics are controlled by both incoming velocity
data and by the value of the assigned MIDI controller, relative to any existing
controller value. For example, a MIDI control knob with a value of 15 will immediately
impact dynamic behavior, relative to the existing velocity value. Adjusting a knob
with a value of 15 to a value of 18 will adjust an existing velocity value of 47 to a
value of 50.
• Release Samples slider and field: Set the volume of release samples. Release samples,
as the name suggests, are triggered when you release a key. These allow for a natural-
sounding decay in sustained articulations, for example. If a low release sample value is
set the sound may cut off abruptly, which can sound unnatural.
• Pitch Bend Range slider and field: Determine the range for pitch bend modulation. This
is bipolar, with a range of ±12 semitones.
• Extended Key Range checkbox: Turn on to allow the instrument (or instruments in a
section) to play beyond its normal key range.
• When off, the instrument (or instruments in a section) plays in the original key range.
This is the default, and should be used if you are aiming for authentic-sounding
performances.
• When on, the instrument uses the full keyboard range, allowing you to create
parts that extend beyond the realistic range of the instrument (or instruments
in a section).
• Allow Unison checkbox: Turn on to enable unison mode for split voices.
• When enabled, multiple instruments within a section can play the same note
simultaneously when a single or multiple keys are pressed.
• When disabled, one instrument within the section is played per key. To have all
instruments of a seven piece section play, you need to press seven keys.
• Split Voicing pop-up menu: Determine the octaves used by the respective voices/
instrument(s) in the section. Results vary based on your Split Mode pop-up menu
choice.
• 8va: Double the top part an octave up. This is a common technique used to make
melody lines more prominent.
• Drop 2: Transpose the second note from the top of the chord down an octave. This
technique is used to make an arrangement sound thicker and richer.
• Drop 2+4: Transpose the second and fourth note from the top of the chord down
an octave. This technique is used to thicken an arrangement. It is more suitable
for sections with five or more instrument “voices,” but can be useful with
smaller sections.
• Start with Lead Voice: The first incoming note is assigned to the Lead Voice, which
is usually a higher-range instrument such as a violin. All subsequent notes are
assigned, in descending order, to the Middle and Bass Voices.
• Start with Bass Voice: The first incoming note is assigned to the Bass Voice. All
subsequent notes are assigned, in ascending order, to the Middle and Lead Voices.
• Start by Key Split: Incoming notes below the defined split key (set with the Split Key
pop-up menu) are assigned to the Bass Voice and the lower Middle Voices. Notes
above the split key are assigned to the Lead Voice and the higher Middle Voices.
• Split Key pop-up menu: Set the MIDI note number used as the split point for individual
ensemble instruments.
Note: This parameter applies only when Start By Key Split is chosen in the Split Mode
pop-up menu.
• Inst via MIDI Channel checkbox: Turn off to play the full section on any incoming MIDI
channel. Active Unison / Auto Voice Split / MIDI Split settings apply. When on (default),
the following applies:
• MIDI Channel 1: Full section is played with the active Unison / Auto Voice Split / MIDI
Split settings.
• MIDI Channels 2-16: Access individual instruments within the section. See Studio
strings section MIDI channels.
Articulations are accessed with the Articulation pop-up menu in the plug-in header.
Articulations can be remotely switched while performing or recording, enabling you to
instantly switch between a bowed or staccato string section, for example.
The table shows the default keyswitch mapping, starting from C0 (MIDI note number 24).
You can, of course, transpose the octave of notes used as keyswitches.
C0 24 1 Sustain X X
C#0 25 31 Tremolo X X
D0 26 19 Accented Sustain X X
E0 28 23 Fortepiano Fast X X
F0 29 3 Spiccato X X
F#0 30 2 Staccato X X
G0 31 28 Pizzicato X X
A0 33 30 Trill Whole X X
B0 35 12 Fall Short X
C1 36 17 Scoop Slow X
D1 38 21 Crescendo Slow X
E1 40 27 Glissando Up X
F1 41 26 Glissando Down X
• MIDI channel 1 is always the “section” channel, meaning that it is used to play the
entire section, either via Auto Voice Split, or as a Layer/Key Split, depending on the
plug-in setting.
• MIDI channel 2 and above are used to access the different instruments of a
section directly.
Note: When the Inst via MIDI Channel checkbox in the Extended parameters is turned off,
the full section is played on any incoming MIDI channel. Active Unison / Auto Voice Split /
MIDI Split settings apply. Full section playback is also triggered by incoming MIDI channel
data that is not used in the section.
1 Full Section
2 Violins 1
3 Violins 2
4 Violas
5 Cellos
6 Double Basses
If you’re new to using plug-ins in MainStage, see Add and remove plug-ins and Use multi-
output instruments.
Most software synthesizers offer one synthesizer per plug-in instance. Ultrabeat, however,
places 25 independent synthesizers at your disposal. These synthesizers—known as drum
voices in Ultrabeat—are optimized for the generation of drum and percussion sounds.
You can compare Ultrabeat with a drum machine that features 24 drum pads, plus a built-in
multioctave keyboard that can be used for polyphonic accompaniments, or bass or melody
lines. See Play and select Ultrabeat sounds.
The 24-drum pad assignment is compatible with the widely adopted GM (General MIDI)
MIDI Drum note mapping standard. If your MIDI keyboard is limited to two octaves or does
not support transposition, use the Transpose options of MainStage to shift incoming MIDI
notes up or down one or more octaves.
Note: For clarity, and to maintain the drum machine analogy, this guide refers to the
independent synthesizers as drum sounds. A combination of drum sounds forms a
drum kit.
• Assignment section: Displays all drum sounds in a drum kit. You can select, name, and
organize drum sounds here. This section also includes a small mixer, used to adjust the
level and pan position of each sound. See Ultrabeat Assignment section overview.
• Synthesizer section: Used to create and shape individual drum sounds. The parameters
of the drum sound selected in the Assignment section are displayed in the Synthesizer
section. See Ultrabeat Synthesizer section overview.
• Step sequencer: Used to create and control sequences and patterns. A sequence
triggers a single drum sound, and can consist of up to 32 steps. A pattern contains
the sequences for all 25 sounds. You can trigger and control sounds with the step
sequencer in place of—or in addition to—MIDI notes entering Ultrabeat from MainStage
or a keyboard. See Ultrabeat step sequencer overview.
• Volume slider: Drag the blue slider to set the volume for the sound. All drum sound
levels are indicated by blue sliders, providing an overview of relative levels within
the kit.
• Keyboard: Acts as a display when MIDI information is received. Click the keys to play the
sound on the corresponding row.
• Solo buttons: Hear one or multiple drum sounds in isolation. All other drum sounds
(unsoloed) are muted.
• Output pop-up menus: Use to independently route each drum sound to individual
output subgroups or output (subgroup) pairs. Ultrabeat features eight separate stereo
and eight separate mono outputs when inserted as a multi-output instrument. There are
also 25 subgroups available–one for each sound in the kit, if required.
• Drum sounds routed to a subgroup output or output pair other than Main (1–2) are
automatically removed from the main output channel strips.
• Choosing a subgroup output or output pair other than Main (1–2) routes the sound to
an aux channel strip.
• Each sound can be assigned to an individual subgroup or you can assign multiple
sounds to the same subgroup. Each subgroup is routed to a corresponding aux
channel strip. This enables you to individually process sounds, or to process
grouped sounds (all toms, for example), through effects inserted in an aux
channel strip.
• To trigger the sound on the adjacent row, click a key on the onscreen keyboard.
The corresponding key of the keyboard beside the drum sound name turns blue when it is
clicked or when it receives MIDI information.
The selected sound is indicated by the gray frame around the assignment row. The
parameters of the selected sound are shown in the Synthesizer section to the right.
See Ultrabeat Synthesizer section overview.
Rename a sound
1. In MainStage, double-click the name of a sound to open a text entry field.
2. Enter the name and press Return, or click anywhere outside the text entry field, to
complete the naming operation.
You can swap and copy drum sounds within an Ultrabeat kit by dragging or with a shortcut
menu operation.
The target is shaded as you drag across the list of sound names.
• A standard drag operation swaps the two drum sounds (including Mixer settings:
volume, pan, mute, solo, and output configuration). Sequences are not swapped.
• Copy (Voice & Seq): Copies the selected sound, including mixer settings and all
sequences, to the Clipboard.
• Paste Voice: Replaces the selected sound with the sound from the Clipboard but
does not replace existing sequences.
• Paste Sequence > (submenu): Enables you to replace all, or individual sequences, of
the target drum sound. Sound parameters are not affected.
• 1 to 24: A single sequence replaces the currently active sequence (as set in the
Pattern menu) of the target drum sound. This enables you to copy sequences into
any of the 24 possible pattern locations.
• All: Replaces all sequences. In situations where a sound only has several
sequences (not all 24 are used), “Paste Sequence > all” places these sequences
into the same positions; sequence 5 (in the Pattern menu) is pasted to position 5
in the target sound, for example. If a sequence exists at this location in the target
sound, it is replaced. If no sequence exists at this location, the copied sequence
is added to the target sound.
• Swap with Clipboard: Exchanges and replaces the selected sound with the sound
from the Clipboard.
These commands affect only the selected drum sound. The sequence and sound
data of the other 24 sounds are unaffected.
Note: The shortcut menu commands Paste and Swap with Clipboard require an initial
Copy command—to place data in the Clipboard—before you can use them.
• In MainStage, Command-drag the Volume of a voice to set this volume value for
all voices.
• Command-drag the Output of a voice to set this output assignment for all voices.
There are two key elements that you use to import sounds and sequences into Ultrabeat:
• Import button: Choose a kit that contains sounds or sequences you want to import.
• Import list button: Hide or show the import list, then add drum sounds or sequences
from Ultrabeat settings or sampler instruments to the active kit.
A list of all sounds found in the selected setting, or samples in the sampler instrument,
is shown to the right of the Assignment section Mixer.
The selected sound and its sequences are copied to the Clipboard.
2. Control-click (or right-click) the sound you want to replace in the current drum kit, then
choose one of the following shortcut menu commands:
• Paste Voice: Replaces the selected sound with the sound from the Clipboard but
does not replace existing sequences.
• Paste Sequence > (submenu): Opens a submenu that enables you to replace all, or
individual sequences, of the target drum sound. Sound parameters are not affected.
Pasting a single sequence replaces the currently active sequence (as set in the
Pattern menu) of the target drum sound. This allows you to copy sequences into
any of the 24 possible pattern locations.
• Swap with Clipboard: Exchanges and replaces the selected sound (and associated
sequence) with the sound from the Clipboard.
Ultrabeat reproduces the Sampler layout as closely as possible. Layered Sampler zones
are set up as layered drum sounds, using the sample playback mode of oscillator 2. See
Use Ultrabeat oscillator 2 sample mode.
Note: This method does not allow paging through the sampler instrument if it contains
more than 25 sounds (samples). Ultrabeat maps only sample zones and layers that
fall within the Ultrabeat drum sound range of C1 to C3. All other samples (zones)
are ignored.
• Choose the Drum Synth setting name from the Ultrabeat Setting menu. Use the
Load menu item to browse to the default location: ~/Music/Audio Music Apps/Plug-In
Settings/Drum Synth.
The Drum Synth sound is loaded into the Assignment section. You can edit, process,
and handle it as you would with any Ultrabeat sound.
• Choose Ultrabeat from the Instrument pop-up menu on an instrument channel strip that
contains a Drum Synth instance.
Drum Synth is replaced with Ultrabeat on the channel strip and the Drum Synth sound is
automatically loaded into the Assignment section.
• The drum kit, which consists of 25 drum sounds, including assignment and
mixer settings.
• The sequencer settings and all patterns, including step automation, trigger, velocity,
and gate information for all 25 sounds
The joint recall of all this information when loading an Ultrabeat setting is practical because
the musical effect of the patterns, especially those with sequenced gate and velocity
parameters, is often tightly tied to the tones of the sounds being used.
Note: When you save a drum kit with the Setting pop-up menu, only the location of the
sample is saved with the setting. An Ultrabeat setting doesn’t save the audio files—merely
a reference to their hard disk location. If you load a setting that contains a reference to a
sample that has been moved or erased, a dialog prompts you to specify or find the sample.
To avoid this problem, you can use the Finder to create and manage a dedicated Ultrabeat
sample folder—for all sounds and kits.
The Synthesizer section is the heart of Ultrabeat. Each drum sound in a drum kit is
an independent synthesizer and has its own set of synthesizer parameters—its own
synthesizer section.
The interface and signal flow of the Ultrabeat synthesis engine is based on classic
synthesizer designs. If you’re new to synthesizers, it might be best to start with
Synthesizer basics overview, which will introduce you to the fundamentals and
terminology of different synthesis systems.
The Synthesizer section runs from left to right, following the layout and signal flow of
a subtractive synthesizer. The basic tonal material is created by the oscillators, noise
generator, and ring modulator. A filter then takes away certain frequencies from the raw
sound, followed by volume shaping–envelope.
Note: Although the structure and layout mirrors classic subtractive synthesizer designs,
Ultrabeat incorporates a number of different tone generation (synthesis) methods,
including frequency modulation, component modeling, sample playback, and phase
distortion. These provide unique qualities that greatly expand the range of sounds you
can create.
The large, round, elevated Filter (and Distortion) section is in the center. Its placement and
design are both symbolic and practical, as the filter plays a central role in Ultrabeat. The
Filter is discussed in Ultrabeat filter section.
The Filter receives its signal from the following sound sources: oscillator 1, oscillator 2,
the noise generator, and the ring modulator. The outputs of these sources are represented
by the three round objects, and the rectangular ring modulator section to the right, that
surround the Filter.
One level down—from front to back—each sound source output object provides modulation
controls. These determine how modulation sources, such as the LFO and envelopes, affect
each sound source. See Ultrabeat modulation overview.
Each sound source also features a small Signal Flow button (red, when active). This is
used to determine (and indicate) whether the signal of the associated sound source should
proceed through the Filter or bypass it—before being routed to the Output section.
The Output section is shown to the right. Signals sent from the Filter can pass through
two equalizers and a stage for stereo expansion or panoramic modulation. You can also
set the initial output level and trigger behavior in this section. See Ultrabeat output
section overview.
The output of the drum sound is then sent to the Assignment section mixer. See Ultrabeat
Assignment section overview.
• Oscillator 2 can use an audio file (a sample), in place of a synthetic waveform. The
sample is output as the oscillator 2 signal.
Other sound sources include a separate noise generator and ring modulator that can
produce additional signals to those generated by the oscillators. See Ultrabeat ring
modulator and Ultrabeat noise generator.
• Oscillator on/off button: Click the button (at the top left of oscillator 1 or bottom left of
oscillator 2) to turn each oscillator on or off independently.
• Volume knob: Set the level of oscillator 1 or 2. Volume can be modulated by the sources
found in the mod and pop-up menus.
• Pitch slider and field: Drag to set the oscillator pitch in semitone steps. Press Shift to
adjust the pitch in cent intervals (1 cent = 1/100 semitone). Pitch can be modulated by
the sources found in the mod and via pop-up menus.
• Signal Flow button: Click to route the signal of the associated oscillator through the
filter or directly to the EQ (in the Output) section. When turned on, the button is
highlighted and an arrow indicates the direction of the signal flow.
• Mod and via pop-up menus: Determine the modulation sources for oscillator pitch and
level. See Ultrabeat modulation overview.
Oscillator 2 can switch among three synthesis engine types: phase oscillator, sample, and
model. Each mode offers different parameters and features.
• Saturation slider: Move to increase gain, eventually causing the waveform to clip. Higher
values make the waveform shape more rectangular. This results in a corresponding
increase in odd-numbered overtones.
• Asymmetry slider: Move to change the waveform angle. Higher values skew the
waveform toward a sawtooth wave. Asym can be modulated by the sources shown
in the mod and via pop-up menus, enabling dynamic sound changes at the oscillator
level. See Ultrabeat modulation overview.
Note: The oscillator 2 phase oscillator operates in a nearly identical fashion to the
phase oscillator of oscillator 1. The key difference is that Saturation can be modulated in
oscillator 2, rather than Asymmetry (in oscillator 1). This means that when both oscillators
are in phase oscillator mode, they can produce different sounds.
In a synthesizer, this type of modulation takes place in the audible range. Depending on
the design of the instrument, you can hear the signals of either the first oscillator alone
(being modulated by the other oscillator), or both oscillators. The interaction between the
two generators alters the waveform signal of the first oscillator and introduces a number
of new harmonics. This harmonic spectrum can then be used as the source signal for
further sound processing, such as filtering, envelope control, and so on. See Frequency
modulation (FM) synthesis.
In FM synthesis mode, oscillator 1 (the carrier) generates a sine wave. The frequency of the
oscillator 1 sine wave is modulated by the waveform of oscillator 2 (the modulator).
• When oscillator 2 outputs a positive (or higher) frequency signal, the frequency of
oscillator 1 increases.
• When oscillator 2 outputs a negative (or lower) frequency signal, the frequency of
oscillator 1 decreases.
The net effect of speeding up or slowing down the frequency of oscillator 1 in each
waveform cycle is a distortion of the basic wave shape. This waveform distortion also
introduces a number of new, audible, harmonics. The more complex the oscillator 2
waveform, the more partials are created by increasing FM Amount. Watch the display
to see how the sine wave takes on an increasingly complex shape.
Important: The impact of any frequency modulations depends on both the frequency ratio
and the modulation intensity of the two oscillators.
2. Turn on oscillator 2.
4. Adjust the amount (intensity) of frequency modulation with the FM Amount knob.
FM Amount can be modulated by the sources shown in the mod and via pop-up menus.
See Ultrabeat modulation overview.
This feature enables you to use an audio input from oscillator 1, along with the synthesis
engine of oscillator 2, to create a part live audio, part synthesized drum sound, for
example. As another creative option, you could use one drum sound in a kit to filter
an external audio signal with a sequenced groove.
There are two points to note about side chain use in Ultrabeat:
• The side chain affects only the selected drum sound—other Ultrabeat drum sounds and
sequences are not altered.
• A side chain audio signal alone is not enough to trigger Ultrabeat. To hear the side
chained audio signal, you need to make sure that Ultrabeat is triggered by MIDI or the
internal step sequencer.
2. Choose the channel strip that you want to use as the side chain input source from the
Side Chain pop-up menu at the top of the plug-in window.
4. Play a note on your MIDI keyboard (that corresponds to the side chained drum sound).
Alternatively, you can use the step sequencer to play a pattern for the side chained
drum sound.
• Saturation slider: Move to increase the gain, eventually causing the waveform to clip.
Higher values result in a distortion of the waveform shape, making it more rectangular.
This results in a corresponding increase in odd-numbered overtones.
• Asym(metry) slider: Move to change the waveform angle. Higher values skew the
waveform toward a sawtooth wave. Asym can be modulated by the sources shown
in the mod and via pop-up menus, enabling dynamic sound changes at the oscillator
level. See Ultrabeat modulation overview.
• To produce a classic square wave, set Slope and Saturation to their maximum values
and Asym to the minimum value.
• To produce a sawtooth wave, set Slope to −0.20, Saturation to the minimum, and Asym
to the maximum value.
Square Hollow and woody sounding Useful for basses, clarinets, and
oboes. The pulse width of (oscillator
2 and 3) square waveforms can be
smoothly scaled between 50% and
the thinnest of pulses.
Sawtooth Warm and even Useful for strings, pads, bass, and
brass sounds
• Max/Min sliders: Move to set the start point of the sample—depending on the dynamics
(incoming velocity level) of the performance.
• Min: Determines the start point of the sample at the minimum velocity level
(velocity = 1).
• Max: Determines the start point of the sample at the maximum velocity level
(velocity = 127).
Note: If Min and Max are set to the same value, velocity has no effect on the sample
start point.
• Playback Direction button: Change the playback direction of the sample (forward
or backward).
• Sample Layer sliders: Ultrabeat samples and sounds imported from sampler
instruments often have different layers that are dynamically switched by incoming
MIDI note velocities. The precise sample layer that incoming velocity values switch
to is determined by the green Layer slider (Min) or the blue Layer slider (Max).
• The Min slider determines which sample layer is triggered at a MIDI note velocity = 1.
• The Max slider determines which sample layer is triggered at a MIDI note
velocity = 127.
Note: If you have loaded a single sample that does not have multiple layers, the Vel
Layer slider has no effect.
Note: The velocity layering function is not available for user-loaded samples.
1. In MainStage, choose Load Sample from the pop-up menu in the upper-left corner of
the waveform display.
2. In the Load Sample window, browse to the audio file you want to use, and do one of
the following:
• To preview audio files (AIFF, WAV, CAF, UBS) before loading, click the Play button. Click
the button again to stop playback.
Clicking the Play button loops playback of the currently selected sample file. The
sample is played with no manipulation: all filters, EQ, envelopes, and other synthesizer
parameters are ignored.
• To audition multiple files, click Play once, then step through the files by pressing the Up
Arrow and Down Arrow keys or by clicking each filename.
Note: Independent auditioning of all layers is not possible. In multilayer UBS files, the
audition function plays the sample at a fixed velocity of 75%. Only the layer addressed
by this velocity value is played.
The drum sound can be triggered as usual (played notes, MIDI region events, or
Ultrabeat sequencer events) while the Load Sample window is open and different
files are being selected. The selected sample can be heard as part of the current
drum sound, inclusive of all synthesizer processing.
Important: Any effects inserted into the Ultrabeat instrument channel strip are heard
when you preview samples.
The string is the element that is responsible for the basic tone. Ultrabeat offers parameters
that enable you to adjust its material—what it’s made of, in other words.
The exciters make the string vibrate (move) in different ways. The string itself doesn’t
make a sound unless it is stimulated, or excited.
The signal of the vibrating string is sent to the filter, amplifier, and so on, in the
Synthesizer section.
Note: In this context, an exciter is the agent or triggering device used to initiate the
vibration of the string. Don’t confuse it with the effect plug-in of the same name.
• Material Pad: Determines the basic tone of the string with the string Stiffness and
damping (Inner Loss) parameters.
• Inner Loss: Emulates damping of the string, as caused by the string material—steel,
glass, nylon, or wood. These are frequency-dependent losses that cause the sound
to become more mellow during the decay phase.
• Stiffness: Sets the rigidity of the string. In reality, this is determined by the string
material and diameter—or, to be more precise, by its geometrical moment of inertia.
Stiffer strings exhibit an inharmonic vibration, where overtones are not integer
multiples of the base frequency. Rather, they have higher frequencies, which can
make upper or lower notes sound somewhat out of tune with each other.
• In MainStage, you can simultaneously adjust the Inner Loss and Stiffness parameter
positions by dragging the ball (which correlates to the x and y coordinates) in the
Material Pad.
• Low Stiffness values, combined with low Inner Loss values, lead to metallic sounds.
• Increase the Stiffness to make the sound more bell-like, or glass-like. Extreme
Stiffness values turn the string into a solid metal rod.
• Increase the Inner Loss value while maintaining a low Stiffness level to emulate nylon
or catgut strings.
• High Stiffness values, combined with high Inner Loss values, simulate wood-like
materials.
Note: Option-click the ball to reset all string parameters to their default values.
Important: Although the ring modulator signal is independent of the signals generated
by oscillators 1 and 2, both oscillators need to be enabled if you want to use the ring
modulator signal. Because the ring modulator is reliant on the signals of both oscillators
to produce an output signal, it is automatically muted when one of the oscillators is
switched off.
The actual sound produced by the ring modulator is largely dependent on the parameter
settings of both oscillators. In particular, the tuning relationships of each oscillator have
a direct effect on the sound of the ring modulator signal. The individual levels of the
oscillators, however, have no effect on the process (or output) of ring modulation.
Note: If you want to hear the ring modulator signal in isolation (to better judge your
settings), temporarily set the volume of both oscillators to a value of 0.
• Mod and via pop-up menus: Choose the modulation source (and optional via source)
for the Level parameter. When either source is active, small sliders (handles) appear on
either side of the Level slider. See Ultrabeat modulation overview.
• Signal Flow button: Determine the routing of the ring modulator signal to the filter
(red) or to the EQ section (gray). The direction of the arrow on the Signal Flow button
illustrates the routing.
Note: The Signal Flow button determines how the ring modulator output signal is routed.
It doesn’t turn the ring modulator on or off.
Technically, a noise signal contains all tonal frequencies, at a roughly equal volume level.
As all frequencies in the spectrum are audible, it makes it difficult for human beings to
hear any tonality (pitch) in a noise signal. Despite this, or as a direct result of it, noise is
an indispensable ingredient when creating drum sounds.
• LP (lowpass): This filter type allows frequencies that fall below the cutoff frequency
to pass. The filter slope is fixed at 12 dB/octave.
• HP (highpass): This filter type allows frequencies above the cutoff frequency to
pass. The filter slope is fixed at 12 dB/octave.
• Cutoff and Resonance knobs: Rotate to set the cutoff/center frequency and resonance/
bandwidth behavior of the noise generator integrated filter.
• The Cut knob defines the point in the frequency spectrum where the signal is
boosted or cut. Depending on the selected filter type, you can make a sound darker
(LP), thinner (HP), or more nasal (BP) by adjusting the Cut value. Cutoff can be
modulated by sources in the mod and via pop-up menus.
• Increasing resonance boosts frequencies that surround the cutoff frequency. Values
range from 0 (no increase) to self-oscillation of the filter at high resonance values.
Self-oscillation is typical of analog filter circuits. It occurs when the filter feeds back
into itself and begins to oscillate at its natural frequency when high resonance values
are used.
• Dirt knob: Set higher values to alter the white noise signal, making it more grainy. The
Dirt parameter is particularly effective at high resonance values. Dirt can be modulated
by sources in the mod and via pop-up menus.
• Volume knob: Rotate to set the output level of the noise generator. Volume can be
modulated by sources in the mod and via pop-up menus.
• Signal Flow button: Use to route the noise generator signal through the main Ultrabeat
filter or directly to the EQ (Output) section. When turned on, the button is highlighted
and an arrow indicates the direction of the signal flow.
Note: The Signal Flow button has no effect on the independent filter within the noise
generator. The independent filter is deactivated with the “byp” button. It is therefore
possible to filter the noise generator signal twice. In some instances you may want the
noise generator signal to bypass the main filter, thus freeing the main filter for other
drum sound processing duties.
Filter parameters
• Filter (On/Off) button: Turn the entire Filter section on or off. Deactivating the Filter
section makes it easier to hear adjustments to other sound parameters, as the filter
always heavily affects the sound. If the Filter label is red, the filter is engaged. If gray,
the filter is disabled.
• Filter Type buttons: Switch the filter between lowpass, highpass, bandpass, or band-
rejection filter types.
• Cutoff and Resonance knobs: Rotate to set the cutoff/center frequency and resonance/
bandwidth of the filter.
• Mod and via pop-up menus: Choose the modulation source (and via source) for the
Cutoff and Resonance parameters. See Mod and via modulation.
• LP (lowpass): This filter type allows frequencies that fall below the cutoff frequency
to pass. When set to LP, the filter operates as a lowpass filter. The slope of the filter
can be set to 12 or 24 dB/octave in LP mode.
• HP (highpass): This filter type allows frequencies above the cutoff frequency to
pass. When set to HP, the filter operates as a highpass filter. The slope of the filter
can be set to 12 or 24 dB/octave in HP mode.
• In MainStage, click the 12 dB or 24 dB button. The slope (curve) chosen for the Filter
expresses the amount of rejection in decibels per octave. The steeper the slope, the
more severely the level of signals below the cutoff frequency is affected in each octave.
• In a lowpass filter, the higher the cutoff frequency is set, the higher the frequencies
of signals that are allowed to pass.
• In a highpass filter, the cutoff frequency determines the point where lower
frequencies are suppressed, with only upper frequencies allowed to pass.
• In MainStage, click the arrow to change the signal flow order between the following:
• First the Distortion unit, then the Filter circuit (arrow pointing up)
• First the Filter circuit, then the Distortion unit (arrow pointing down).
The bit crusher reduces the digital resolution of the sound, measured in bits, achieving an
intentionally digital coloration of the sound. The distortion effect is modeled on an analog
distortion unit, which distorts the sound by overdriving the level.
Both methods lead to distortions that are as tonally divergent as the two approaches.
Distortion offers a more analog tone while the bit crusher sounds unmistakably digital.
Note: The arrow in the Filter section determines whether the Distortion circuit is inserted
before or after the multimode filter. See Set signal flow order through the Ultrabeat filter
and distortion unit).
• Color knob: Determine the basic tone of the distortion. Higher values result in a brighter
sound. Lower values lead to a darker, warmer tone.
• Level knob: Set the output level of the Distortion effect in Distortion mode. In Bit
Crusher mode, set a threshold level for incoming signals. Sound sources must reach
this threshold before distortion (bit crushing) begins.
The Output section passes signals through both equalizers (EQ), then on to the Pan
Modulation/Stereo Spread section (in a preconfigured order) before the final level is
set for the selected sound and the trigger behavior is adjusted.
• Pan Modulation and Stereo Spread parameters: Pan Modulation varies the panorama
position of a drum sound. Stereo Spread broadens the stereo image.
• Trigger Mode controls: Determine the way that Ultrabeat reacts to incoming MIDI notes.
This is independently defined for each sound.
Two-band EQ parameters
• Band 1/2 buttons: Turn each band on or off. Band 1 is a low shelving EQ. Band 2 is a high
shelving EQ. If neither EQ is activated, the signal passes through unaffected.
• EQ type buttons: Switch between two different types of EQs: shelving (top button) and
peak (lower button).
• In shelving mode, all frequencies above or below the set frequency are either
increased or reduced.
• In peak mode, only frequencies located near the set frequency are affected.
Note: Shelving EQs behave much like synthesizer lowpass and highpass filters. The key
difference is that lowpass and highpass filters merely dampen certain frequencies (filter
them out), whereas shelving EQs also allow these frequencies to be boosted.
• Gain knobs: Boost or cut a certain frequency range as determined by the EQ type and
Hz settings. If the Gain knob is set to a value of 0, the EQ has no effect. Option-click a
Gain knob (or click the 0 above the Gain knob) to set it to a neutral position.
• Frequency field: Drag vertically to set the frequency range to be boosted or reduced.
Option-click the parameter to set the value to a neutral position: this is 200 Hz for band
1 and 2000 Hz for band 2.
• Q field: Drag vertically to set the Q (quality) factor. The effect of Q on the sound
depends on the selected EQ type:
• Shelving filters selected: as the Q value increases, the area around the threshold
frequency becomes more pronounced.
• Peak EQ selected: Q determines the width of the frequency band selection, low
Q values select a broad band, and high Q values select a very narrow band to be
boosted or reduced with the Gain knobs.
Each EQ band displays parameter changes on a frequency response curve. The display
provides access to the Gain, Hz, and Q parameters of each band.
• To change the Q factor, drag the handle shown at the peak (maximum point) of the
EQ curve.
Pan Modulation varies the panorama position of a drum sound with a mod (and via) source.
Note: The modulation set here is relative to the pan position set in the Assignment
section mixer.
• Mod and via pop-up menus: Choose the modulation and via sources for pan modulation.
• Mod and via sliders: Set the amount (intensity) of mod and via modulation.
Note: You cannot directly move the red line that represents pan position shown in this
section. To move the line, rotate the Pan knob in the Mixer section.
Stereo Spread broadens the stereo image, making it wider and more spacious.
Note: Envelope 4 (Env 4) is hard-wired to level control for the selected sound. Each sound
in the kit also has a further three envelopes and other modulation sources available for
control of other synthesis parameters.
The intensity of Envelope 4 impact on Voice volume can also be modulated with a
via source.
Note: Voice volume precedes the level sliders in the mixer. This approach allows the
starting volume of individual drum sounds to be set independently of their relative levels
in the drum kit mix, which you change in the Assignment section mixer. See Ultrabeat
Assignment section overview.
• Single: A new trigger note cuts off the note that is currently playing.
• Multi: When a new note is played, currently playing notes continue to decay in
accordance with their respective amplitude envelope settings (Env 4).
• Group pop-up menu: Choose between Off and 1 through 8. If two different sounds
are assigned to the same group, they cut each other off when a new note message is
received. Only one sound in the group can be played at a time.
A typical use of this feature is when programming hi-hat sounds when playing a real
hi-hat, the closed hi-hat note cuts off or mutes the ringing of the open hi-hat. This
feature is often referred to as “hi-hat mode.”
Note: While in Single Trigger mode, only the currently sounding note of the same sound
is cut off. A sound that is assigned to a group cuts off all other sounds in the group,
regardless of the note played.
• Gate button: Turn the Gate function on or off. When active, the sound immediately cuts
off when the MIDI note is released, regardless of envelope settings.
Note: The Gate function ensures that a specific sound does not play—it can’t be heard—
after a note-off event sent from MainStage or the Ultrabeat internal sequencer. Note
length can be an important creative element when programming rhythm tracks.
Ultrabeat modulation
• The modulation target: The synthesizer parameter that you want to modulate.
• The via source: A secondary modulation source that can influence the intensity of the
first modulation source.
Note: You can use the same sources and the same via controllers in multiple modulation
routings.
Via influences the modulation effect as follows. The depth of the first modulation (mod)
can be modulated by a separate, independent source. The intensity of this secondary
modulation is set with the via parameter. The sources for via modulations include velocity
and four user-definable MIDI controllers.
A typical via modulation usage would be to increase a pitch sweep as you play at higher
velocities. The harder a key is played, the higher in pitch it sounds—which is ideal for
synthesized tom-tom sounds, for example. To create this routing, you would use an
envelope (Env) as the mod source for oscillator pitch, and Velocity (Vel) as the via source.
The default Cut (Cutoff) parameter value is 0.50. No modulation source has been chosen in
either the (blue) mod or (green) via pop-up menu. Both are Off in the image below.
When a modulation source is chosen from the mod pop-up menu (Env 1 in the image
below), the ring around the knob is turned on. Drag in the ring to set a value (0.70 in the
example) for the Cut parameter—when affected by the mod source.
Note: Exact values are shown in the help tags when adjusting parameters.
As soon as a modulation source is chosen from the via pop-up menu (Ctrl A in the image
below), a movable slider appears on the mod ring. Drag this slider to set the maximum
modulation value that can be reached through use of the via source (0.90 in this example).
The mod and via controls indicate the minimum and maximum values that the modulated
parameter can attain, in comparison to the default value.
When the via source (Ctrl A) is introduced, the following occurs: when Ctrl A is at its
minimum value, nothing changes; Cutoff continues to be modulated between values of
0.50 and 0.70 by the envelope (Env 1). A maximum value for Ctrl A causes the envelope
generator to vary the parameter between the values of 0.50 (the default Cut value) and
0.90 (the via amount).
You can see the degree of maximum influence on basic parameters by the mod and via
modulation sources—the area between the mod and via points shows the amount that the
modulation depth can be further altered by the via modulation source. In the example,
the Cutoff can reach values between 0.70 and 0.90, depending on the value being sent by
Ctrl A.
Another example:
Cutoff is again set to 0.50, Env 1 now drives the value down to 0.25, and a maximum Ctrl A
value reduces the Cutoff frequency down to 0.
The example below illustrates the simplicity and speed of Ultrabeat modulation options:
In this example, the modulation intensity of Env 1, which affects Cutoff, is controlled with
the dynamics of the performance (Vel). The secondary via modulation also controls its
direction. Try this setting in Ultrabeat to create some interesting sounds.
• Off: Deactivates the mod routing, and the mod control can no longer be adjusted.
In this situation, no via modulation can occur either, because via no longer has a
modulation target, and the via control disappears.
• Max: Produces a static modulation at maximum level. When the mod value is set to
Max, the via parameter is routed directly to the modulation target. Velocity can then
be used as a direct modulation source, even though Vel is not available as a source
in the mod pop-up menu.
Tip: You can also set up an external MIDI fader unit with Ctrl A, B, C, or D. Use the
Max menu item to route a via source—Ctrl A, B, C, or D—to the parameter you want
to control with a fader on your MIDI fader device.
3. If you want to assign a via source, choose one of the following from the via pop-up
menu.
• CtrlA to CtrlD: Choose one of these continuous controllers that can be assigned to
four external MIDI controllers. These assignments apply to all sounds in the current
Ultrabeat plug-in instance. See Set Ultrabeat MIDI controllers A–D.
Assign a controller
• In MainStage: Click a Ctrl A–D pop-up menu, then choose the controller name or
number that you want to use.
Note: If no suitable MIDI message is received within 20 seconds, the selected control
reverts to the previous value/assignment.
The LFO (low frequency oscillator) signal is used as a modulation source. In an analog
synthesizer, the LFO frequency generally ranges between 0.1 and 20 Hz, which is outside
the audible frequency spectrum. Therefore, this type of oscillator is used only for
modulation. The speed of the LFO in Ultrabeat can reach up to 100 Hz, which affords a
number of possibilities that analog synthesizers don’t offer.
• LFO 1/2 buttons: Select the corresponding LFO, allowing independent parameter
adjustments.
• Sync/free buttons: The LFO speed can be synchronized with the MainStage tempo or
set independently. Click either button to activate the corresponding mode.
• Rate knob and field: Rotate to set the speed of the LFO. Depending on the Sync/
Free setting, the rate is displayed in hertz or rhythmic values—the latter when tempo
synchronization is active. Rates range from speeds of 1/64 notes to a periodic duration
of 32 bars. Triplet and punctuated values are also available.
• Waveform shape slider: Drag to determine the shape of the LFO waveform. The shape
updates in the display.
• Cycles knob and field: Rotate to set the number of times the LFO waveform repeats.
• Ramp knob and field: Rotate to set the time it takes for the LFO modulation to fade in or
fade out. The Ramp value is displayed in milliseconds.
The table outlines how different waveform shapes can affect your sounds. Intermediate
waveform shapes result in hybrid waveforms and hybrid behaviors.
Waveform Comments
Sample & Hold The right hand waveform outputs random values.
A random value is selected at regular intervals, as
defined by the LFO rate. Use a random modulation
of oscillator pitch to generate an effect commonly
referred to as a random pitch pattern generator
or sample and hold. Play very high notes, at high
LFO rates and high intensity—you’ll recognize this
well-known effect from hundreds of science fiction
movies. The term Sample & Hold (S & H) refers to the
procedure of taking samples from a noise signal at
regular intervals. The values of these samples are then
held until the next sample is taken.
• In MainStage, rotate the Cycles knob to set the number of LFO waveform cycles. The
range of Cycles parameter values extends from 1 to 100. The Cycles parameter can
also determine whether the LFO waveform is started from the beginning, at a zero-
crossing point, with each note trigger, or continues oscillating.
• Set Cycles to its maximum value (full right position) for an infinite number of cycles
(standard LFO behavior). The LFO is not reset by incoming MIDI note-on messages.
• When Cycles is set to values under 100, the LFO is reset by each new MIDI note-on
message (Note On Reset).
Your choice to trigger an LFO cycle from the same spot or to allow it to oscillate
freely, regardless of phase, should be based on the needs of the sound. The random
element of free-running LFOs can make many sounds richer. This, however, can
be at the expense of a percussive attack—which is generally inappropriate for
drum sounds.
Tip: Try small Cycles parameter values, with the LFO source used to control the
Volume (Level) of one or both oscillators. This results in drum flams or hand claps. You
can also use minor shifts of the LFO phase, with the Cycle value set to Infinity, to add an
analog character to a drum sound.
See Attack, decay, sustain, and release for information on the roots of the term envelope
generator and its basic function.
The default behavior of the envelope generators is known as the one-shot envelope mode:
after a key is pressed (note-on message), the envelopes run their course, regardless of
how long the note is held. This setting is ideal for percussive signals, because it emulates
the natural behavior of acoustic percussion instruments.
For special cases, such as sustained pad or cymbal sounds, you can activate a sustain
mode where the envelopes take the lengths of the played notes into account.
The envelope display provides a unique envelope design, consisting of Bezier curves in
which two segments—attack and decay—constitute the entire envelope.
In the envelope graphic, you can see various handles (junction points) of two different
sizes. Drag these handles to adjust the envelope shape.
Both of the larger handles on the x-axis (the horizontal, or time axis, at the bottom) control
the attack and decay times, respectively. A vertical line extends up from the first of the two
handles (attack), and divides the envelope into an attack and decay phase.
Both segments have two small curve handles. You can drag these in any direction to
deform the contour of the envelope and shape its amplitude.
You can also directly drag anywhere on the curve itself to reshape the envelope.
Envelope parameters
• Buttons 1–4: Select one of the four envelopes. Only the selected envelope can be
edited. The button frame of the chosen envelope is highlighted, and the envelope
display immediately updates to reflect your selection.
• Attack time handle: Drag to set the time it takes for the envelope to reach its maximum
value after receiving a note-on message. This period is called the attack phase.
• Decay time handle: Drag to set the time it takes for the envelope to fall to an amplitude
of zero after it has reached its maximum value (set in the attack phase).
• Zoom scroll field: Drag horizontally to resize the visible contents of the envelope display.
• Env mod pop-up menu: Choose the modulation target (either the time or shape of the
envelope attack or decay phase) by velocity. Choices are A Time, A Shape, D Time, and
D Shape.
• Mod via vel slider: Drag to set the intensity of velocity modulation (of the target
specified in the Env mod pop-up menu).
• When you modulate Shape, low velocity values make the envelope concave. Higher
values make the envelope convex.
• When you modulate Time, high velocity values reduce the length of the envelope
segment. Lower velocity values increase the length of the envelope segment.
• Sustain button: Turn on to display a red handle and line on the x-axis which can be
dragged horizontally within the envelope decay phase. The amplitude that the envelope
reaches at the Sustain junction point is retained until the MIDI note is released.
Note: If the Sustain button is not turned on, the envelope functions in one-shot mode,
and the note length (MIDI note-off command) is disregarded.
Note: When the Zoom function is turned on, the decay handle can be dragged beyond
the right edge of the envelope display area, enabling you to lengthen the decay time.
After you release the mouse button, the envelope graphic is automatically resized to fit
the display area.
• Zoom A/D buttons: Click to show only the attack (A) or decay (D) phase across the
entire width of the envelope display. This enables you to perform more accurate edits
to envelope shapes (down to millisecond values).
The Ultrabeat step sequencer expands on the features of hardware drum machines by
providing extensive automation and editing features. These enable you to precisely vary
the timbre of the sound and the overall dynamics at any point in the pattern. The step
sequencer plays an important role in shaping the rhythms and sounds that you can produce
with Ultrabeat.
The step sequencer allows all Ultrabeat sounds to be combined in patterns, based on
sequences for each individual sound. Its design and use—commonly referred to as step
programming—are based on analog sequencers and drum machines. Unlike these analog
precursors, Ultrabeat enables you to program automated changes for nearly every
synthesizer parameter.
If you’re unfamiliar with the concept of step sequencing, see Ultrabeat step sequencer basics.
In early analog sequencers, three control voltages were usually created per step to drive
different parameters. The most common usage was control of sound pitch, amplitude, and
timbre (cutoff) per step.
The control surface of analog sequencers often contained three rows of knobs or switches
aligned on top of (or beside) each other. Each row commonly contained 8 or 16 steps.
Each row provided a control voltage output that was connected to a control input (for a
particular parameter) on a synthesizer. A trigger pulse determined the tempo between
steps. A running light (an LED) indicated the step that was currently being triggered.
The running light programming concept also appeared in later drum computers, the most
well-known examples being the Roland TR series drum machines.
The introduction of the MIDI standard and increased use of personal computers for music
creation led to a rapid decline in the step sequencer and related technology. More flexible
recording and arranging concepts that didn’t adhere to the step and pattern principle were
possible with the far more powerful personal computer.
The Ultrabeat integrated step sequencer couples the advantages and general working
principles of its analog forebears with significantly more flexible control options, making it
a powerful tool for rhythm creation.
A pattern is a container for all sequences in a drum kit. Up to 24 patterns can be saved and
recalled with each Ultrabeat setting.
• Global parameters: Turn the step sequencer on or off, control playback, provide
access to various modes, and control the overall playback feel. See Ultrabeat global
sequencer controls.
• Pattern parameters: Provide control over the length and resolution of the currently
selected pattern. You can also accentuate individual steps in the pattern—for each
drum sound. See Ultrabeat pattern controls.
• Step grid: This is where actual sequencing takes place. A sequence of up to 32 steps,
for the sound that is currently selected in the Assignment section, is shown. You can
add, remove, or alter events in the grid. See Ultrabeat Step grid overview.
Note: An alternate view allows you to simultaneously see and edit the steps of all drum
sounds in the pattern. See Use Ultrabeat Step grid full view.
• Voice mode (default): In Voice mode, editing the parameters of a drum sound
changes the drum sound itself.
• Step mode: In Step mode, you can automate a the parameters of a sound from one
step to the next. See Ultrabeat step automation overview.
• Transport button: Start and stop the sequencer pattern. The step sequencer is always
synchronized with the host application tempo.
Note: If the Transport button is blue, the step sequencer interprets incoming MIDI notes
between C-1 and B0 as performance information. See Ultrabeat sequencer MIDI control.
• Swing knob: Rotate to set the swing intensity for all sounds that have the Swing
function turned on. See Use the Ultrabeat swing function.
Pattern parameters
• Pattern pop-up menu: Click to choose one of the 24 patterns.
• Length field and bar: Adjust the length of the grid (and therefore the pattern) by
dragging in the field or the bar beneath the swing buttons.
• Resolution pop-up menu: Choose the resolution of the pattern. Resolution defines the
metric unit of a measure that is represented by the individual steps. For example, the
1/8 setting means that each step of the grid represents an eighth note. Given a pattern
length of 32 steps, the pattern would run for 4 measures (the 32 setting applies to the
entire grid and, therefore, all sounds).
Note: The interplay between Length and Resolution values enables you to create
different time signatures. For example, a Length value of 14 and a Resolution of 1/16
results in 7/8 time; a Length of 12 and a Resolution of 1/16 results in 3/4 time; and a
Length of 20 and a Resolution of 1/16 results in 5/4 time.
• Swing Enable button: Turn on to play the grid of the currently selected sound in
accordance with the Swing knob setting. See Use the Ultrabeat swing function.
You can reorganize the 24 patterns in the Pattern pop-up menu, using Copy and
Paste commands.
2. Control-click (or right-click) the Pattern pop-up menu, and choose Copy from the
shortcut menu.
4. Control-click the Pattern pop-up menu, and choose Paste from the shortcut menu.
1. In MainStage, choose the pattern that you want to copy in the Pattern pop-up menu.
2. Press Option, open the Pattern pop-up menu, and choose another Ultrabeat pattern.
Note: All existing sequencer data in the target pattern is replaced. If you change your mind
during the process, choose the source pattern number.
Clear a pattern
1. In MainStage, choose the pattern that you want to clear in the Pattern menu.
2. Control-click (or right-click) the Pattern pop-up menu, and choose Clear from the
shortcut menu.
Which beats are affected depends on the selected Resolution parameter setting, as
illustrated in the following example At a Resolution of 1/8 and a Length of 8, the notes on
steps 1, 3, 5, and 7 represent quarter notes in the measure. These remain unchanged.
Only the eighth notes found between them (steps 2, 4, and so on) are shifted by the Swing
function. The amount of shift is equal to the swing intensity (set with the Swing knob).
Note: Swing is active only for grid resolutions of 1/8 and 1/16. See Ultrabeat pattern
controls.
This forces the grid of the currently selected sound to be played in accordance with the
Swing knob setting.
At a zero setting (full left position), the Swing function is disabled. Rotate the knob to
the right to move affected notes toward the following note.
The Step grid area contains two rows, each with 32 fields (steps).
• Velocity/Gate row: Sets the length (gate time) and velocity of steps entered in
the Trigger row. Both parameters are displayed as a single graphical bar.
Note: You can create and remove steps while the step sequencer is running.
3. Choose a pattern and set the length and resolution that you want to use. See Ultrabeat
pattern controls.
4. Click the buttons you want—1 through 32—to activate or deactivate the selected sound
on the corresponding beat. In the example shown above, these are steps 1 and 6.
Note: An alternate view allows you to simultaneously see and edit the steps of all drum
sounds in the pattern. See Use Ultrabeat Step grid full view.
Remove a step
1. In MainStage, select the drum sound that you want to remove steps from in the
Assignment section.
2. Click the buttons—1 through 32—that correspond to the step or steps that you want
to remove.
Note: Drag horizontally across the buttons to quickly turn trigger events on or off.
• Add Every Upbeat: Adds triggers on every upbeat in the sequence. The determination of
steps as upbeats depends on the grid resolution. For example, if the resolution is set to
1/16, Add Every Upbeat would create triggers on every 4th step. Starting with the initial
upbeat at step 3, this would create trigger events on step 7, step 11, step 15, and so on.
This command doesn’t erase existing trigger events; it only adds trigger events.
• Shift Left 1 Step: Shifts all steps in the sequence one step to the left.
• Shift Left 1/2 Beat: Shifts all steps in the sequence one-half beat to the left. The number
of steps that equals one-half of a beat depends on the current grid resolution. For
example, at a resolution of 1/16, a beat equals four steps, so half of one beat is two
steps; at a resolution of 1/8, a beat equals two steps, so half of one beat equals one
step, and so on.
• Shift Left 1 Beat: Shifts all steps in the sequence one beat to the left. The number of
steps that equals a beat depends on the current grid resolution. For example, at a
resolution of 1/16, a beat equals four steps; at a resolution of 1/8, a beat equals two
steps, and so on.
• Shift Right 1 Step: Shifts all steps in the sequence one step to the right.
• Shift Right 1/2 Beat: Shifts all steps in the sequence one-half beat to the right. The
number of steps that equals one-half of a beat depends on the current grid resolution.
For example, at a resolution of 1/16, a beat equals four steps, so half of one beat is two
steps; at a resolution of 1/8, a beat equals two steps, so one half of one beat is one
step, and so on.
• Shift Right 1 Beat: Shifts all steps in the sequence one beat to the right. The number
of steps that equals a beat depends on the current grid resolution. For example, at a
resolution of 1/16, a beat equals four steps; at a resolution of 1/8, a beat equals two
steps, and so on.
• Create & Replace Few: Similar to Create & Replace Randomly, but a limited number
of new steps are created. The number of steps that are created depends on the grid
resolution.
• Create & Replace Some: Similar to Create & Replace Few, but more new steps are
created. The number of steps created depends on the grid resolution.
• Create & Replace Many: Similar to Create & Replace Some, but a large number of new
steps are created, effectively filling the pattern.
For example, start with an empty sequence of 32 steps at 1/16 resolution. Using Create
& Replace Few creates 4 new steps; using Create & Replace Some creates 8 new steps;
and using Create & Replace Many creates 16 new steps.
The gate time is divided into four equal sections, making it easy to set rhythmically
accurate note lengths. For the one-shot envelope to react to gate time, it is necessary
to either turn on the Gate function in the sound itself (see Ultrabeat trigger mode) or
use envelopes in sustain mode (see Ultrabeat envelope parameters), in conjunction with
rhythmically useful (short) decay times.
The default velocity setting is 75 percent. The default gate value is all four sections
active.
• Alter Vel(ocities): Changes the velocity values of all steps by a random amount,
while retaining the selected beats (the Trigger row remains unchanged).
• Alter Gate (Time): Changes the note lengths of all steps by a random amount, while
retaining the selected beats (the Trigger row remains unchanged).
2. Drag the Accent slider to globally set the volume of programmed accents.
Full view provides an overview of the whole pattern, rather than a single drum sound
sequence. Because the trigger events for all sounds are shown, you can quickly identify
accidental notes. Full view also accelerates the pattern creation process.
The selected sound is highlighted with a gray box in the step sequencer area, making it
easy to set the velocity and gate time for each step or offsets in Step mode (see Ultrabeat
step automation overview), within the context of all sequences/sounds in the pattern.
Both the grid and the Trigger and Gate/Length rows are displayed for the selected drum
sound. This makes it simple to create trigger events in the full view grid, then set accents
in the Gate/Length rows, for example.
• Pan/Spread parameters
When you turn on Step mode, the Ultrabeat interface changes in the following ways:
• Yellow frames appear around all parameters that can be automated in the Synthesizer
section. Parameters that cannot be automated are still visible but are disabled.
• The velocity/gate row in the Step grid changes to show the (parameter) offset row.
Tip: When creating offsets in step mode, you may want to make a change to the original
drum sound. Rather than switching back and forth between edit modes for this adjustment,
you can press Command-Option to temporarily flip Ultrabeat back into Voice mode.
• By directly adjusting the controls in the Synthesizer section. All parameters that you
automate (create an offset for) are shown in the Parameter Offset pop-up menu.
Important: Moving a control element in the Synthesizer section adds the parameter to
the Parameter Offset pop-up menu and creates an offset, so take care.
2. Click a position in the (parameter) offset row that corresponds to the step you want to
edit.
3. Make the parameter change in the Synthesizer section. Your change is recorded as an
offset value for this step.
4. Repeat step 3 for each parameter that you want to edit for this step.
A parameter offset that has been created for a given parameter on a given step is
represented in two ways.
• A yellow bar is drawn on the parameter that indicates the deviance (the offset)
between the original parameter value and the new parameter value.
• In the (parameter) offset row, the offset from the original parameter is represented
as a bar starting from the zero point (horizontal center line).
• Alter: Changes the (selected) parameter values, for all steps, by a random amount.
Note: Consider saving your sequence/pattern before using either of the above
commands.
• M(ute): Mutes the offsets of the selected parameter. This does not remove or reset
existing offsets.
• S(olo): Enables you to hear the effect of your offsets on the selected parameter only.
• Reset: All offset values for the selected parameter are set to zero (no offset). A
second click on the Reset button removes the parameter from the Parameter
Offset menu.
Note: The Reset button at the left of the velocity/gate row changes to Delete when
clicked once. This Delete button mirrors the behavior of the Delete command It
deletes all steps for the currently selected parameter.
MIDI notes C-1 to B0 switch between patterns C-1 selects pattern 1, C#-1 selects
pattern 2, and so on up to pattern 24 (selected when MIDI note B0 is received).
• Playback Mode pop-up menu: Determine pattern playback behavior when an incoming
MIDI note is received. You can choose one of the following options:
• One-Shot Trig(ger): The reception of a MIDI note starts the pattern, which plays
once through its cycle, then stops. If the next note is received before the pattern
has reached its final step, the new note stops playback of the first pattern and the
next pattern begins playing immediately—this can be a different pattern or the same
pattern, depending on the MIDI note received. Note-off events are ignored.
• Sustain: The reception of a MIDI note starts the pattern and it continues playing
in an infinite loop until the corresponding MIDI note is released (a note-off event
is received).
• Toggle: The reception of a MIDI note starts the pattern and it continues playing in an
infinite loop until the next note is received. If it is the same note, the pattern stops
immediately. If it is a different note, the sequencer immediately switches to the
new pattern.
Toggle mode allows you to switch between patterns in the middle of a bar—the
sequencer stays in time and automatically jumps to the corresponding beat of the
new pattern. This isn’t the case in One-Shot Trig mode, which starts the new pattern
from the beginning as soon as you play a MIDI note.
• Toggle on Step 1: The behavior is the same as Toggle mode except that the pattern
change or stop occurs the next time beat 1 is reached—at the beginning of the next
pattern cycle.
• Voice Mute Mode button: Playing MIDI note C1 and above mutes the corresponding
sound in the Ultrabeat mixer. A subsequent MIDI note of the same pitch unmutes it.
This is ideal for spontaneous rearranging of patterns and/or muting single elements
of a pattern without deleting them. This is especially useful in a live performance or
remixing situation.
As you become familiar with drum sound programming, you may begin thinking in building
blocks, realizing that drum sounds usually consist of different components.
After you mentally—or physically—write down your list of components, try to emulate each
component that contributes to the sound character, making use of the different sound
generators available in Ultrabeat. Assigning dedicated amplitude envelopes to the different
components allows you to control their temporal behavior individually. For example, you
can emulate the body of a drum with oscillator 1 and the sound of the stick hitting the skin
(or first transient) with the noise generator. Additional overtones and harmonics can be
provided by oscillator 2 or the ring modulator.
When you begin thinking that drum sounds consist of several building blocks or layers, the
design of the Volume controls in the individual sound generators might make more sense to
you—this is the place where the blocks are combined, balanced, and controlled.
Note: In the plug-in Settings menu, choose Tutorial Kit from the Tutorial Settings subfolder.
This kit contains all drum sounds discussed in the tutorials. The Tutorial Kit also includes
the Standard Tut(orial) drum sound, which is a default set of neutral parameters that
provide an excellent starting point for many of the examples.
2. Find a suitably tuned pitch in the lower octaves by soloing the bass drum along with
other important tonal elements of the song (a bass or pad sound, for example). Drag
the Osc 1 Pitch slider to adjust the pitch until appropriate.
For slower beats you may want a longer decay phase, whereas at faster tempos a
shorter decay time is more appropriate. The attack time of Env 4 should be very short
(zero, in most cases) or the sound loses its percussiveness and its ability to be clearly
heard in the mix.
Give your drum more kick by controlling the pitch with an envelope
The kick drum still sounds very soft and is somewhat reminiscent of the famous TR-808
bass drum. It’s still missing a clearly defined attack.
1. In MainStage, make sure that Env 1 is chosen from the mod pop-up menu of the
oscillator 1 Pitch parameter.
2. Set the degree of modulation by dragging the blue Mod slider approximately 3 to
4 octaves above the original pitch.
3. Set the attack time in Env 1 to 0 by dragging the leftmost of the two junction points on
the x-axis all the way to the left.
4. Experiment with the decay time by dragging the rightmost of the two junction points on
the x-axis. You’ll discover that higher decay values (shifting the Bezier handle to the
right) result in sounds similar to synth toms, whereas shorter decay values (shifting to
the left) provide the kick character.
5. Change the Mod amount (the blue slider) of Osc 1 Pitch again (see step 2).
The interaction of this parameter with the envelope decay time provides numerous
possibilities for shaping the kick or punch of the bass drum sound.
Note: This simple bass drum sound is listed as Kick 1 in the Tutorial Kit, at a pitch of C1.
1. In MainStage, for band 1, select the Shelving mode at a frequency of about 80 Hz, a
high Q value, and a negative Gain value.
2. For band 2, select the Peak mode at a frequency of around 180 Hz, a medium Q value,
and also a negative Gain value.
On the EQ graph, notice how the frequencies around 80 Hz are boosted, while the
surrounding frequencies are reduced.
3. Vary the frequency of band 2 (easily recognizable in the blue part of the EQ graph) to
influence the extent of bass drum tonality.
1. In MainStage, reload the Standard Tutorial sound, choose A#0 as the basic pitch in
oscillator 1, and modulate it with Env 1.
2. Increase the Saturation parameter value to enhance the overtones of the drum sound.
Note that the output of Osc 1 is directed to the filter, because the filter bypass button
(the arrow between Osc 1 and the filter) is activated.
9. You may also choose to control the filter resonance with an envelope. Make sure you
dedicate a single envelope to this function (in this case, use Env 2 as a Mod source
for Res). Choose a Mod amount for Res of about 0.80. Select a longer decay time in
Env 2 than in Env 3 and listen carefully to the fatter and more atonal bass drum sound
achieved through this Res modulation (due to the higher filter resonance).
Note: The bass drum described in the above example is listed as Kick 2 in the Tutorial Kit,
at a pitch of C#1. It also features an interesting EQ setting, as described in “Add body and
bite to your kick drum”.
Use the Kick 2 filtered bass drum sound as a starting point, and try out the remaining
parameters in the phase oscillator. You will discover that high saturation values make
the sound rounder and add more bass, for example. The character of the example is
beginning to head in the direction of a TR-909.
To get even closer to the TR-909, use an EQ setting as shown in the following figure.
Note that the low frequency pressure point around 60 Hz (in the red area on the
EQ graph) as well as the assertive punch or kick (the blue area starting at 460 Hz and
up) of a 909 bass drum are strengthened. (This EQ setting is already part of the Kick 2
setting.)
In the example, all four envelope are being used. Take some time to play with the shapes
of the envelopes, while maintaining the attack and decay settings. Experiment with
the junction points of the decay phase in the different envelopes to familiarize yourself
with the sound-shaping options available. Start with the decay phase of Env 4, which
controls both the volume of oscillator 1 and filter resonance, and observe how reshaping
the belly of the envelope can change the character of the sound from crisp and short to
round and full.
1. In MainStage, start with the Standard Tutorial sound at a pitch of A#0 (Osc 1 Pitch), and
choose LFO 1 as the Mod source in the Osc 1 Pitch section.
2. Set the degree of modulation by dragging the blue Mod slider to a value of A3.
3. Set LFO 1 to a low number of Cycles (25 to 35), a high Rate (starting with 70 Hz and
higher) and a medium value for Decay (set the Ramp knob to about −190).
4. Experiment with the LFO waveform and you’ll discover that you can attain different
nuances in the character of the bass drum attack.
5. Modulate the Asym(metry) parameter with the same LFO, and also vary the Slope and
Saturation values.
This method enables you to create very different bass drum sounds with a single
oscillator, one LFO, and one envelope (for volume). The character of the sounds can
range from soft to punchy, and the degree of tonality in the sound can be adjusted to
taste.
Note: The bass drum sound described is listed as Kick 3 in the Tutorial Kit, at a pitch
of D1.
Use the second oscillator (with similar settings or with a sample), or use the filter and
the ring modulator—the sky’s the limit as far as your imagination is concerned, so go
ahead and create that next “gotta have it” drum sound.
Note: You can find an “emulation” of the legendary 808 bass drum in Kick 4 in the
Tutorial Kit, at a pitch of D#1.
3. Set the pitch value for Osc 2 to around G#2 and set the Mod amount (the blue Mod
control) to about 3 to 4 octaves higher.
You have modulated Osc 2 Pitch with a rapidly vibrating LFO with a medium Ramp
Decay value. This eliminates the sine wave—which is not especially desirable for a snare
sound, in contrast to the bass drum.
4. Set LFO 1 to a high Rate. Choose a value of 20 for Cycles and −20 for Ramp. Set the
LFO Waveform parameter to a value of about 0.58, which is a square wave.
6. Experiment with different Slope and Asym values to impart a more or less electronic
character to the sound.
7. Turn on the noise generator and control its volume with the same quick envelope used
in Osc 2 Volume.
8. Use the filter parameters of the noise generator to roughen up, refine, or add bright
frequencies to the noise component of the snare drum sound. Select an LP filter type,
and try a filter frequency between 0.60 and 0.90. Modulate it with LFO 1, which you’re
already using to control the pitch of oscillator 2.
Note: The snare drum sound is listed as “snare 1” in the Tutorial Kit, at a pitch of E1.
2. Choose a pitch for oscillator 1 that’s about an octave lower than oscillator 2.
Consciously avoid even intervals between the oscillators and detune them slightly from
each other. For example, try a pitch setting of F#2 in Osc 2 and E1 in Osc 1, then fine-
tune Osc 1 a few cents higher by holding down Shift while adjusting the Osc 1 Pitch
slider.
3. Experiment with FM Amount, and add more tone (low FM Amount) or noise (more
FM Amount) as desired. Also try modulating the FM Amount with a fast LFO.
Higher FM Amount values lead to considerably more overtones and a very electronic
sound character. If you want to make the sound more acoustic, feed oscillator 1 (and
possibly oscillator 2 as well) into the main filter. Use these settings to start: LP 24 mode
and a Cutoff value of about 0.60.
Note: An exemplary snare drum sound that uses FM can be found in the Tutorial Kit at a
pitch of F1. It is listed as “snare 2.”
You are now ready to replicate the resonating filters of the 808 snare using two cleverly
programmed phase oscillators.
2. Assign slightly different Slope values to two phase oscillators, and detune them by
almost an octave.
3. Adjust the tonal relationship between the oscillators so that it is uneven—from E3 to F2,
for example.
4. Control the volume of each oscillator with a different envelope. Adjust the decay times
so that the envelope for the lower-tuned oscillator has a longer decay time than the very
snappy envelope setting for the higher oscillator.
5. Feed the output of both oscillators into the main filter, and hollow out the sound with a
highpass filter. Activate the filter bypass button in both oscillators. Choose the HP 12
setting in the filter, a Cutoff value around 0.40, and a Resonance value of about 0.70.
You have just cleverly emulated both of the TR-808 resonating filters. Shifting the pitch of
both oscillators simulates the behavior of the TR-808 Tone control.
2. Set the Cutoff value to about 0.65, Resonance to 0.35, and add a little Dirt
(around 0.06).
The noise generator provides the sustained snare sound. It should be shaped by its own
envelope—independent of the decay phases of both oscillators—to get 808-like results.
Changing the volume of the noise generator simulates the snap parameter of the 808.
Note: The 808 snare drum described is listed as “snare 3-808” in the Tutorial Kit, at a pitch
of F#1. It also features an interesting EQ setting.
3. Drag the slider clockwise. When you drag the slider, a help tag displays the value. Set it
to 0 dB.
If you use differing intensities for each Volume knob when completing this step, you’ll
have the potential of individual velocity reactions for each sound component.
You now have an 808 snare that is exceptionally responsive to velocity. As you may
know, this wasn’t possible with the original—not even an 808 sample could offer the
dynamic volume control of individual sound components demonstrated here. A sample
offers you only the whole sound, not its constituent parts.
In the next step, you use velocity to control the character of the sound—individually for
each component—plus volume, of course.
3. Choose Max from the saturation mod pop-up menu of oscillator 2, and then choose
Vel(ocity) from the corresponding via pop-up menu.
4. Set the additional control that appears as shown in the figure below, to control the
character of the sound with velocity:
• Cut parameter: Choose Max as modulation source, then set the modulation control
as shown below.
• Dirt parameter: Choose LFO 2 as modulation source, then set the modulation control
as shown below.
The sound is now nothing like an 808 snare, which was your goal. Keep experimenting with
velocity and figure out when it makes sense to use it as a direct or indirect modulation
source, in either its positive or negative form.
2. Direct the signals of both oscillators and the noise generator to the main filter.
3. Modulate Cutoff with Env 1 (which is already modulating the volume of the
noise generator).
Note: An exemplary sound is listed as “snare 5-KW” in the Tutorial Kit, at a pitch of G#1.
Analyze this sound, and compare it to your own creation.
• Note pitches A1 to B0 in the Tutorial Kit contain typical 808 toms. Analyze these
sounds and modify them as you see fit.
• Note pitches C2 and C#2 in the Tutorial Kit contain tabla and glass sounds that
combine both Osc 2 Model and FM. They are also good examples of the complex
use of velocity as a modulation source.
3. In the noise generator, make sure the Cutoff parameter is modulated by Env 1, the
modulation is negative, and the position of the Mod slider is below that of the base
parameter value.
5. Set the attack time of Env 4 to a value of 0. The attack time of Env 1 should also be
rather short, but not equal to 0.
Note: You’ll find a similarly constructed sound listed as “hihat 1” at a pitch of F2 in the
Tutorial Kit. Also analyze the hi-hat sound “hihat 2” at pitch F#2.
• In MainStage, select the Cym 1 and Cym 2 sounds in the Tutorial Kit and try different
envelope assignments and settings for Cutoff and Volume in the noise generator, Cutoff
and Volume in the main filter, and so on.
Tip: Certain electronic cymbal sounds, such as the TR-808 cymbal, can’t be perfectly
replicated using the Ultrabeat synthesis engine. In these cases, your best option is to
use a sample. A number of these samples are included in the Ultrabeat sample library for
your use.
2. Activate a phase oscillator and the Model oscillator. Choose a pitch for each oscillator
above C3 so that a slightly detuned interval is created.
3. In the Material Pad of the Model oscillator, choose a setting with plenty of overtones, as
in the figure below.
4. Set the volume of each oscillator to a value of −60 dB, and click “ring mod” to turn on
the ring modulator.
You’ve just created a bell-like sound that you can filter with a high resonance value
if required.
Note: You can find a similar sound listed as Ring Bell at a pitch of A2 in the Tutorial Kit.
• Use a quick envelope to drive the filter to self oscillation for a fraction of a second.
• Use a few LFO cycles at a much higher rate than other cycles.
• External Instrument lets you route hardware MIDI sound generators through the Mixer,
which you can then process with MainStage effects.
If you’re new to using plug-ins in MainStage, see Add and remove plug-ins.
If you’re new to using plug-ins in MainStage, see Add and remove plug-ins.
An instrument channel strip used for an external MIDI sound module behaves just like a
standard software instrument channel. This enables the following benefits:
• You can use the sounds and synthesis engine of your MIDI module with no overhead
on the computer CPU—apart from effects used in the channel strip (or destination
channels).
• You can use insert and send effects. To use send effects, route the instrument channel
strip to aux channel strips.
Tip: To avoid constant repatching of devices, it is best to use an audio interface that
supports multiple inputs and outputs.
• Input pop-up menu: Choose the inputs of your audio hardware that the MIDI sound
generator is connected to.
• Input Volume slider and field: Set the incoming signal level.
Logic pre-buffers playback of audio and MIDI data when this feature is turned on,
aligning audio and MIDI playback timing anomalies that can potentially occur with some
audio and MIDI hardware combinations. Latency figures reported by connected audio
and MIDI hardware are used to determine the buffer amount. In general, you should not
need to turn on this feature.
• Send Program Change checkbox: When selected, sends the MIDI program change
(and bank select, if applicable) message, and sends these messages when the project,
patch, or preset is loaded.
Note: Program/bank change messages are stored when you save a plug-in setting and
are automatically sent when you load the setting.
Note: These can be either analog or digital connections if your audio interface and MIDI
sound generator are equipped with either, or both.
Tip: You can create one or more External Instrument tracks in the New tracks dialog.
3. Click the Instrument slot, then choose External Instrument from the pop-up menu.
4. Choose the MIDI Destination from the pop-up menu in the External Instrument window.
5. Choose the input (of your audio interface) that the MIDI sound generator is connected
to from the Input pop-up menu.
7. Insert any required effects into the effect slots of the channel strip (or channel strips, if
you are using multiple External Instrument instances with a multi-timbral sound source).
You can also route the instrument channel strip to aux channel strips, if you want to use
send effects.
Klopfgeist in MainStage
Klopfgeist is an instrument that provides a metronome click. It is inserted in the channel
strip adjacent to the highest numbered channel strip by default.
Klopfgeist can also be inserted in any instrument channel strip for use as an instrument.
If you’re new to using plug-ins in MainStage, see Add and remove plug-ins.
Klopfgeist has a number of synthesizer parameters that you can use to quickly create
metronome click sounds.
• Detune knob and field: Rotate to fine-tune in cents (one cent equals 1/100 of
a semitone).
• Tonality slider and field: Change the sound from a short click to a pitched percussion
sound, similar to a wood block or claves.
• Damp slider and field: Set the release time. The shortest release time is attained when
Damp is at its maximum value.
• Level via Vel slider and fields: Set velocity sensitivity. The top slider sets the volume at
maximum velocity. The lower slider sets the volume at minimum velocity. Drag the area
between the two slider segments to move both simultaneously.
Vintage B3 also simulates various types of Leslie sound cabinets—with rotating speakers,
with and without deflectors. A flexible integrated effects section provides tube overdrive,
an equalizer, a wah wah, and a reverberation effect.
If you’re new to using plug-ins in MainStage, see Add and remove plug-ins.
The Vintage B3 interface is divided into two main areas with a third area visible in some
windows. The control bar at the top lets you access different controls in windows shown
in the central display section. The lower edge gives you direct access to Leslie speed
controls when the Main or Rotor Cabinet window is shown.
• Main button: Shows the draw bars, which are used to make changes to the basic organ
sound in real time. Additional performance and setup controls can be accessed with
the Control, Preset, and Split buttons in the lower-right corner. See Vintage B3 Main
window overview.
• Rotor Cabinet button: Shows the Leslie speaker cabinet model and control parameters.
See Vintage B3 Rotor Cabinet window.
• Options button: Shows several tone controls that provide quick access to various
aspects of your sound. Advanced controls for Percussion, Scanner Vibrato, and Morph
are also found in the Options window. See Vintage B3 Options window overview.
• Expert button: Shows Organ, Pitch, Condition, Sustain, and Miscellaneous controls.
These provide precise control over the tone of the organ and over other aspects,
such as tuning, draw bar leakage, key click characteristics, and crosstalk levels. You
generally access these parameters only when editing or creating an organ sound. See
Vintage B3 Expert window overview.
• The Scanner Vibrato, Distortion Drive, and Percussion controls are shown below the
draw bars when the Control button at the lower right is turned on. These add a vibrato
or chorus-like effect, an overdrive, or percussive element to your organ sound. See
Vintage B3 Scanner Vibrato and Chorus, Vintage B3 Distortion effect, and Vintage B3
Percussion effect.
• The Preset (registration) and Morph controls are shown below the draw bars when
the Preset button at the lower right is turned on. See Use Vintage B3 preset keys
and Vintage B3 Morph parameters.
• MIDI keyboard controls are shown below the draw bars when the Split button at the
lower right is turned on. See Vintage B3 MIDI setup overview.
Vintage B3 provides 20 draw bars, nine each for the upper and lower manuals, and two for
the pedalboard. The upper manual draw bars are on the left, the pedal draw bars are in the
center, and the lower manual draw bars are to the right.
Drag down the draw bars to make the selected sine choirs louder. You should note that
MIDI control of the draw bars is also reversed when using a standard MIDI fader unit.
Each sine choir is a sine wave that is mixed in at a particular level, determined by the draw
bar position. You add sine choirs in this way to build up the overall organ sound for the
upper or lower manual. This is a basic form of additive synthesis; for more information,
see Additive synthesis with draw bars. You can intuitively pick up the fundamental
principles of additive synthesis by playing a little with the draw bars.
Two draw bars are available for the bass pedals. The waveform used for the bass pedal
sound is not a pure sine wave, like the waveforms used for the upper and lower manuals.
The pedalboard sound uses a mixed waveform, which accurately emulates B3 bass tones.
The two registers differ in pitch, with the left, 16-foot register containing more octave
harmonics. The right, 8-foot register has a more prominent fifth portion (fifth harmonics
are enhanced). The term foot is derived from pipe organ lengths.
You can simulate the behavior of the Model A, the first Hammond organ ever made. This
model had no foldback for the 16’ draw bar in the lowest octave, with the bottom 12 tone
generator outputs available on the first draw bar of the manuals’ bottom octave. Without
foldback, the sound is more strident and similar to the pedal sound. In controls view,
choose “all the way down” from the Bass pop-up menu to simulate the Model A.
The Scanner Vibrato is based on an analog delay line, consisting of several lowpass filters.
The delay line is scanned by a multipole capacitor that has a rotating pickup. It is a unique
effect that cannot be simulated with low frequency oscillators (LFOs). The vibrato of the
organ itself should not be confused with the Leslie effect, which is based on rotating
speaker horns. Vintage B3 simulates both.
Important: Scanner Vibrato and Chorus controls are spread across two windows. Click
Main in the control bar, then click the Control button at the lower right to view the On and
Off switches and to choose the vibrato or chorus type. Click the Options button in the
control bar to use the Rate and Depth controls in the Options window.
• Type knob and field: Choose from three Vibrato positions (V1, V2, and V3) or three
Chorus positions (C1, C2, and C3). In the Vibrato positions, only the delay line signal is
heard, and like the Hammond B3, Vintage B3 vibrato types have different intensities.
The three Chorus positions (C1, C2, and C3) mix the signal of the delay line with the
original signal.
• Depth knob and field: Mix the dry signal with the chorus signal. This parameter is active
only when a chorus setting is engaged (C1, C2, or C3).
The Percussion effect is polyphonic, but is only (re)triggered after all keys have been
released. If you release all keys, new notes or chords sound with percussion. If you play
legato, or sustain other notes on the upper manual, no percussion is heard.
Important: Percussion controls are spread across two windows. Click Main in the control
bar, then click the Control button at the lower right to view the Percussion, Harmonic, Time,
and Volume switches in the Main window. Click the Options button in the control bar to use
the advanced percussion controls in the Options window.
• Harmonic switch: Determine which harmonic is heard (the button toggles between the
2nd and 3rd harmonic).
• Time switch: Switch between a slow or fast decay. The time is set with the Time knobs
in the Options window.
• Volume switch: Switch between a low or high decay level. The level is set with the
Volume knobs in the Options window.
• Perc on Preset switch: Set to B0 to simulate the B preset key restriction. Choose All if
you want percussion to always be available.
• Time knobs and fields: Set independent percussion decay times for the slow and fast
Time switch settings. No percussion decay occurs when Slow is set to maximum.
• Volume knobs and fields: Set independent low and high decay levels for the low and
high Volume switch settings. This is an improvement from the B3, where Time and Vol
could only be turned on or off.
• Upper Level knob and field: Set the balance between the upper (percussive) manual and
the lower manual/pedals. On the B3, percussion is available only if the B preset key is
selected. See Use Vintage B3 preset keys.
• Velocity knob and field: Set the percussion velocity sensitivity (unlike the original B3,
which is not velocity sensitive). Engaging percussion on a B3 slightly reduces the
volume of the normal, nonpercussive registers.
Important: The presets relate only to the registration (draw bar) settings of a single
manual. They do not store vibrato or other parameter settings. If you want to save and
recall the overall instrument settings (including effects), use the Settings pop-up menu
in the plug-in window header.
On keys C# to A#, the percussion works only if the Perc parameter is set to Always. See
Vintage B3 Percussion effect.
The default range for preset (registration) keys spans MIDI note numbers 24 to 35 (C0 to
B0). This means that the lowest playable MIDI note number is 36 (C1). You can transpose
the keyboard range in MainStage or Vintage B3 itself. A 61-note keyboard—which spans
notes C to C—can be played across the entire range when the Transpose values of your
host application are set to 0. The preset (registration) keys are positioned one octave
below this transposed or non-transposed range. See Use a single-channel controller with
Vintage B3.
Choose a registration
1. In MainStage, click Main in the control bar, then click the Preset button at the
lower right.
2. Click a preset key shown to the left (upper manual) or right (lower manual) of the
Upper Morph slider.
3. Play one of the preset key MIDI notes (MIDI note numbers 24 to 35).
Initialize a registration
1. In MainStage, click Main in the control bar, then click the Preset button at the
lower right.
2. Click the lowest preset key (shown as “C”) for the upper or lower manual. The other 11
keys, from C# to B, recall registrations for the upper or lower manuals.
2. Hold the Clear key (C) on your master keyboard with the small finger of your left hand,
while sustaining a chord with your right hand.
3. Press the preset keys with the other fingers of your left hand.
The chord being played with your right hand is retriggered (with the new registration)
each time you play one of the preset keys. This two-handed technique results in an
organ-specific gate-type effect. Each time you switch to a new registration, the chord
is retriggered.
1. In MainStage, click Main in the control bar, then click the Preset button at the
lower right.
1. In MainStage, open the Options window, then choose the Edit Preset Key A# and B only
switch position.
The upper manual draw bars can now change the registration of the A# preset key, and
the draw bars of the lower manual affect the B preset key.
2. Change the draw bars of the A# preset key. You can play the keyboard while doing so,
without changing the currently chosen registration.
Vintage B3 can also be played with a standard 61-key (5 octaves C to C) MIDI keyboard.
See Use a single-channel controller with Vintage B3 for more information.
Vintage B3 also emulates B3 preset keys—the lowest octave of attached MIDI keyboards
can switch between Vintage B3 registrations. This matches the behavior of the original
B3, which features a number of inverted (black) keys in the lowest octave of each manual.
These inverted keys are used as buttons that recall preset registrations (a preset of your
draw bar settings). See Use Vintage B3 preset keys.
For information about setup and use of dedicated MIDI draw bar controllers, see Set a
Vintage B3 MIDI control mode.
This allows you to simultaneously play Vintage B3 with up to three MIDI controllers.
You can also use a single-manual master keyboard—with different keyboard zones, or a
keyboard split feature—that sends data on different MIDI channels to address all three
Vintage B3 sounds simultaneously. Each keyboard zone can be transposed independently.
See also Set a Vintage B3 MIDI control mode. You can use any of your MIDI interface inputs
for your master keyboard or pedalboard. Regardless of the input devices used, the only
relevant factor is the MIDI send channel.
Note: See the user manual for your master keyboard to learn how to set up splits and zones
or how to set its MIDI transmission channel (often called TX Channel).
1. In MainStage, click Main in the control bar, then click the Split button at the lower right.
2. Set the switch to the left of the keyboard in the central display to Single, Split, or Multi.
• Single: Uses the entire keyboard. You can only play the upper sound.
• Split: Divides the keyboard into two. You can play the upper and lower sounds in
different keyboard zones.
• Multi: Divides the keyboard into three. You can play the upper, lower, and pedalboard
sounds in different keyboard zones.
1. In MainStage, click Main in the control bar, then click the Split button at the lower right.
2. Set the switch to the left of the keyboard in the central display to Multi.
3. Change the channel numbers for the upper, lower, and pedal manuals.
2. Set the switch to the left of the keyboard in the central display to Split.
3. Horizontally drag the split icons to create the pedal/lower zone and the lower/upper zone.
If you select the same value for both split points, the lower manual is turned off. If the
lower/pedal split is moved above the upper/lower split, the other split point is moved
(and vice versa).
1. In MainStage, click Main in the control bar, then click the Split button at the lower right.
2. Set the switch to the left of the keyboard in the central display to Split.
3. Choose an octave value (+/– 2 octaves) from the Pedal Transpose, Lower Transpose, or
Upper Transpose pop-up menu.
• Single: Uses the entire keyboard. You can only play the upper sound.
• Split: Divides the keyboard into two. You can play the upper and lower sounds in
different keyboard zones.
• Multi: Divides the keyboard into three. You can play the upper, lower, and pedalboard
sounds in different keyboard zones.
Technically, Vintage B3 remaps the incoming single-channel MIDI data into two or three
MIDI channels when either split or multi keyboard mode is active.
2. Set the switch to the left of the keyboard in the central display to Single, Split, or Multi.
1. In MainStage, click Main in the control bar, then click the Split button at the lower right.
2. Set the switch to the left of the keyboard in the central display to Multi.
3. Change the channel numbers for the upper, lower, and pedal manuals.
2. Set the switch to the left of the keyboard in the central display to Split.
3. Horizontally drag the split icons to create the pedal/lower zone and the lower/upper zone.
If you select the same value for both split points, the lower manual is turned off. If the
lower/pedal split is moved above the upper/lower split, the other split point is moved
(and vice versa).
2. Set the switch to the left of the keyboard in the central display to Split.
3. Choose an octave value (+/– 2 octaves) from the Pedals Transpose, Lower Transpose,
or Upper Transpose pop-up menu.
The Leslie rotation speed control is shown at the lower-left corner of the Vintage B3 Main
and Rotor Cabinet windows. Advanced speed controls are shown in the central display
when you click Rotor Cabinet in the control bar.
The advanced Leslie rotating speaker cabinet controls are useful for specialized sounds, or
when you are creating realistic emulations. See Vintage B3 Cabinet parameters, Vintage B3
Motor parameters, and Vintage B3 Brake parameters.
• Rotation switch: Switch the rotor speed between Slow, Brake, and Fast modes.
Note: When using a pedal to control rotor speed, you can hold down the pedal for a
second or so, then release it to activate braking. Repeat to switch to the previously
active speed mode: Fast or Slow.
Cabinet parameters
• Cabinet switch: Turn the Leslie cabinet emulation on or off.
• Real Cabinet: Uses an impulse response recording of a Leslie cabinet. Click the
microphones to change the type of microphone.
• Wood: Mimics a Leslie with a wooden enclosure, and sounds like the Leslie 122 or
147 model.
• Proline: Mimics a Leslie with a more open enclosure, similar to a Leslie 760 model.
• Single: Simulates the sound of a Leslie with a single, full-range rotor. The sound
resembles the Leslie 825 model.
• Split: The bass rotor signal is routed slightly to the left, and the treble rotor signal is
routed more toward the right.
• Proline & Horn IR: Uses an impulse response of a Leslie with a more open enclosure.
• Split & Horn IR: Uses an impulse response of a Leslie with the bass rotor signal
routed slightly to the left, and the treble rotor signal routed more to the right.
• Deflector switch: Emulate a Leslie cabinet with the horn deflectors removed or
attached. A Leslie cabinet contains a double horn, with a deflector at the horn mouth.
This deflector makes the Leslie sound. You can remove the deflector to increase
amplitude modulation and decrease frequency modulation.
Motor parameters
• Acceleration knob and field: Set the time required for the rotors to attain the speed set
with the Max Rate knob and also the time required for them to slow down. The Leslie
motors need to physically accelerate and decelerate the speaker horns in the cabinets,
and their power to do so is limited. Turn Acceleration to the far left position to switch to
the preset speed immediately. As you rotate the knob to the right, it takes more time to
hear the speed changes. At the default, centered, position the behavior is Leslie-like.
• Max Rate knob and field: Set the maximum possible rotor speed.
• Motor Control pop-up menu: Choose different speeds for the bass and treble rotors.
Use the Rotation switch to choose slow, brake, or fast mode. See Vintage B3 Rotor
Cabinet window.
• Normal: Both rotors use the speed determined by the Rotation switch position.
• Inv (inverse): In fast mode, the bass compartment rotates at a fast speed, while the
horn compartment rotates slowly. This is reversed in slow mode. In brake mode, both
rotors stop.
• 910: The 910 (also known as “Memphis”), stops the bass drum rotation at slow
speed, while the speed of the horn compartment can be switched. This is useful
when you’re after a solid bass sound but still want treble movement.
• Sync: The acceleration and deceleration of the horn and bass drums are roughly the
same. This sounds as if the two drums are locked, but the effect is clearly audible
only during acceleration or deceleration.
Note: If you choose Single Cabinet from the (Cabinet) Type pop-up menu, the Motor
Control setting is not relevant because there are no separate bass and treble rotors in a
single cabinet.
Note: When using a pedal to control rotor speed, you can hold down the pedal for a
second or so, then release it to activate braking. Repeat to switch to the previously
active speed mode: Fast or Slow.
• Modwheel: Assigns the modulation wheel to switch between all three speed settings.
Brake is selected around the modulation wheel center position, slow is selected in
the lower third, and fast in the upper third of the modulation wheel range.
• Modwhl Toggle: Switches as soon as the modulation wheel moves away from the
centered position. If the modulation wheel passes the center position when moved
from a high to low position, no switching occurs. This caters to Roland keyboards
with combined pitch bend and modulation controls.
• Modwhl Temp: Switches as soon as the modulation wheel passes the center position,
regardless of whether you have moved the modulation wheel from high to low or
from low to high positions. This caters to Roland keyboards with combined pitch
bend and modulation controls.
• Touch Temp: Switches with aftertouch on messages. A second switch occurs with
aftertouch release messages.
• SusPdl Toggle: Switches when you press the sustain pedal. No switching occurs
when the sustain pedal is released.
• SusPdl Temp: Switches when you press the sustain pedal. A second switch occurs
when you release the sustain pedal.
• CC #18 and CC #19 Toggle: Switches when you press controller 18 or 19. No
switching occurs when either controller is released.
• CC #18 and CC #19 Temp: Switches when you press controller 18 or 19. A second
switch occurs when you release controller 18 or 19.
• Output switch: Choose either switch position to modify the Vintage B3 brake mode.
• Dry: The rotor cabinet is bypassed when stopped, with a delay time of one second.
This is useful when you are using the modulation wheel to switch between fast and
slow rotor speeds. If you then switch to brake mode, the rotors are slowed down
during the transition to the dry sound.
• Rotor: The movement of the rotor is gradually slowed down to a total stop.
• Horn/Drum Position knobs and fields: Set an exact stop position for the Leslie horn
or drum (bass) rotator. The original Leslie did not provide this type of control. This
occasionally resulted in a horn aimed at the back of the cabinet when it came to a halt,
leading to a muffled sound.
• Dynamic: Emulates the sound of a dynamic cardioid microphone. This microphone type
sounds brighter and more cutting than the Condenser mic.
• Mid-Side Mic: A Middle and Side (MS) configuration where two microphones are
positioned closely together. One is a cardioid (or omnidirectional) microphone
that directly faces the cabinet—in a straight alignment. The other is a bidirectional
microphone, with its axes pointing to the left and right of the cabinet at 90° angles. The
cardioid microphone captures the middle signal to one stereo side. The bidirectional
microphone captures the side signal to the other stereo side.
Microphone parameters
• Mic Position switch: Choose either the front or rear position for the virtual microphone.
• Horn knob and field: Define the stereo width of the Horn deflector microphone.
• Drum knob and field: Define the stereo width of the Drum deflector microphone.
• Distance knob and field: Determine the distance of the virtual microphones (the
listening position) from the emulated speaker cabinet. Turn to the right for a darker
and less defined sound.
• Angle knob and field: Define the stereo image by changing the angle of the simulated
microphones between 0 and 180 degrees.
• Balance knob and field: Set the balance between the horn and drum microphone signals.
Advanced controls for Percussion, Scanner Vibrato, and Morph are also found in the
Options window. See Percussion effect, Scanner Vibrato and Chorus, and Vintage B3
Morph parameter.
The Edit Preset Key parameter is discussed in Switch Vintage B3 registrations with a two-
draw bar controller.
Master parameters
• Tune knob and field: Change Vintage B3 tuning in cents. A cent is 1/100 of a semitone.
At a value of 0 c (zero cents), the central A key is tuned to 440 Hz, or concert pitch.
• Volume knob and field: Set the overall output level. The Volume knob must be lowered
whenever crackling or other digital distortion occurs. Volume levels over 0 dB can occur
if you maximize the levels of all registers, play numerous notes, and make use of the
Distortion effect.
• Expression knob and field: Set the sensitivity for a connected expression pedal (on
a MIDI keyboard with an Expression or assignable controller input). Extensive, often
rhythmic, use of the expression (volume) pedal forms part of the style of many organ
players. The expression control also emulates the tonal changes of the B3 pre-amplifier,
where bass and treble frequencies are not attenuated as much as the mid frequencies.
Your master keyboard should transmit MIDI control change #11 when the pedal is
moved. Vintage B3 defaults to the use of CC #11 for Expression.
Click parameters
Advanced click controls are available in the Expert page. See Vintage B3 Condition
controls.
• Key On/Off knobs and fields: Set the level of the key click sound heard during note on
or note off messages.
• Pedal knob and field: Set the level of the key click sound heard during note on and note
off messages for the pedal register.
• Velocity knob and field: Set the velocity sensitivity of the click parameters.
Important: Morph controls are spread across two windows. Click Main in the control
bar, then click the Preset button at the lower right to view the Morph slider. The Options
window contains advanced Morph controls.
• Select via Keyboard buttons: Click the On button, then play a lower and upper key to set
the range of Preset keys affected by the morph. Click Off to disable the morph range
that is set up.
• MIDI Controller pop-up menu: Assign a MIDI controller to the Morph slider. You can
choose any MIDI controller number shown (or channel aftertouch). You can also click
Learn to teach the Morph slider to respond to any incoming MIDI message.
Important: Morph controls are spread across two windows. Click Main in the control
bar, then click the Preset button at the lower right to view the Morph slider. The Options
window contains advanced Morph controls.
When Learn is active, the parameter is assigned to the first appropriate incoming MIDI
data message.
Learn mode has a 20-second time-out function: if Vintage B3 does not receive
a MIDI message within 20 seconds, the parameter reverts to its original MIDI
controller assignment.
• If Range = G#, you morph between four presets (B, A#, A, and G).
4. Play two keys on your MIDI keyboard to set the morph range.
• In MainStage, click View > Controls, then choose a preset key from the “Save Morph to”
pop-up menu (near the bottom of the Preset parameters).
The default effect signal flow is as follows: the organ signal runs through the Equalizer,
Wah, and Distortion effects. This treated signal is then fed into the Reverb and finally
passed to the Leslie rotor effect.
• Turn the Master switch on or off to enable or disable the entire Vintage B3 effects
section.
• Use the On/Off switches to independently enable or disable the Reverb, EQ, Wah, and
Distortion effects.
• EQ-Dist-Wah: The sound of the overdrive changes if the input signal is being filtered,
either by the EQ or the Wah. Placing the EQ before the Distortion provides further
sonic flexibility. Although the output signal of the Distortion effect always contains
high frequency content, this content can be suppressed by positioning the Wah as
the final effect in the chain.
Bypassing the Distortion, Wah, and EQ effects separately for the pedal register avoids
suppression of the bass portion of your organ sound by the Wah effect. It also avoids
intermodulation artifacts when the Distortion effect is used.
Vintage B3 EQ parameters
• EQ On/Off switch: Turn on or bypass the equalizer.
• Low knob and field: Adjust the level of the low frequency range.
• Mid knob and field: Adjust the level of the mid frequency range.
• High knob and field: Adjust the level of the high frequency range.
For the most dynamic and musical performance of the Wah effect, consider attaching an
expression pedal to your MIDI master keyboard. Your master keyboard should transmit
MIDI control change #11, which would normally be used to control Vintage B3 volume
while playing.
• Sweep MIDI Ctrl pop-up menu: Assign a MIDI controller to the Wah effect.
• Classic Wah: This setting mimics the sound of a popular wah pedal with a slight
peak characteristic.
• Retro Wah: This setting mimics the sound of a popular vintage wah pedal.
• Modern Wah: This setting mimics the sound of a distortion wah pedal with a constant
Q(uality) Factor setting. The Q determines the resonant characteristics. Low Q
values affect a wider frequency range, resulting in softer resonances. High Q values
affect a narrower frequency range, resulting in more pronounced emphasis.
• Opto Wah 1: This setting mimics the sound of a distortion wah pedal with a constant
Q(uality) Factor setting.
• Opto Wah 2: This setting mimics the sound of a distortion wah pedal with a constant
Q(uality) Factor setting.
• Resonant LP: In this mode, the Wah works as a resonance-capable lowpass filter. At
the minimum pedal position, only low frequencies can pass.
• Resonant HP: In this mode, the Wah works as a resonance-capable highpass filter. At
the maximum pedal position, only high frequencies can pass.
• Peak: In this mode, the Wah works as a peak (bell) filter. Frequencies close to the
cutoff frequency are emphasized.
• Range knob and field: Determine the sensitivity of the Wah effect to incoming MIDI
controller data.
• Bite knob and field: Boost the levels of signals surrounding the cutoff frequency. Bite is
effectively a filter resonance parameter, where high values make the Wah effect sound
more aggressive.
2. Click Effects in the control bar, then choose controller 11 from the Sweep MIDI Control
pop-up menu.
This enables control of Wah cutoff frequency with the expression pedal and requires no
further setup of your master keyboard. If step 1 is overlooked, the expression pedal is
used to control both Vintage B3 main volume and the Wah effect.
Note: Consult the user manual for your keyboard to learn more about use of an
expression pedal.
3. Adjust the Range knob to set the sensitivity of the Wah to incoming expression pedal
controller data.
When Learn is active, the parameter is assigned to the first appropriate incoming MIDI
data message.
Learn mode has a 20-second time-out facility: if Vintage B3 does not receive
a MIDI message within 20 seconds, the parameter reverts to its original MIDI
controller assignment.
• Growl: Simulates a two-stage tube amplifier. It closely resembles the Leslie 122
model, the classic partner for the Hammond B3 organ.
• Nasty: Delivers hard distortions and is suitable for very aggressive sounds.
• Tone knob and field: Change the distorted portion of the sound. This has no effect on
the dry signal portion. Limiting changes to the distorted signal allows for very warm
overdriven sounds that do not become scratchy if you try to get more treble out of
Vintage B3.
Note: The Drive knob shown in the Main window is linked with the Drive knob shown
in the Effects window. When you rotate either Drive knob, your change is mirrored in
the other window. In essence, this is a convenience feature that addresses the same
parameter in both locations.
• Pre/Post switch: Patch the reverb effect before (Pre) or after (Post) the rotor effect. The
reverb is always patched after the EQ, Wah, and Distortion effects, but before the Leslie
rotor cabinet. Switch to Post if you don’t want the reverb to sound like it is played back
through the rotor speaker.
• Type pop-up menu: Choose from six reverb algorithms: Air, Box, Small, Medium, Large,
Big, and Spring.
• Level knob and field: Set the balance between the reverb and original signal levels.
See Set a Vintage B3 MIDI control mode for information on the Hardware Controller
parameter shown in the Misc section of the Expert window.
You can also randomly detune the sound using the Warmth parameter, and you can even
use the pitch bend wheel of your keyboard to bend the sound. The latter isn’t true to the
original, but it’s a nice creative option.
Pitch parameters
• Upper Stretch slider: Set the amount of deviation from the equal-tempered scale in the
treble end of the sound. The higher the value, the further up the high notes are tuned.
At a setting of 0, Vintage B3 is tuned to an equal-tempered scale, with each octave up
exactly doubling the frequency.
• Lower Stretch slider: Set the amount of deviation from the equal-tempered scale in the
bass frequencies. The higher the value, the further down the low notes are tuned. At a
setting of 0, Vintage B3 is tuned to an equal-tempered scale, with each octave below
exactly halving the frequency.
• Warmth slider: Set the amount of random deviation from an equal-tempered scale.
Note: Use of both Warmth and Stretch may result in a detuned sound, which is similar to
a heavy chorus effect. Set Warmth to 0 if you’re after a purer sound.
Note: If you drag the Pitchbend Down slider to the far right, the tonewheels gradually
slow down until they totally stop—when your keyboard pitch bend control is at the
minimum position. This setting re-creates an effect heard at the end of “Knife Edge” by
Emerson, Lake, and Palmer. Keith Emerson’s virtuoso Hammond work was recorded on a
reel-to-reel tape recorder that was gently slowed to a total stop.
Sustain parameters
• Upper Manual slider: Control the sustain (release) phase of the upper register.
• Lower Manual slider: Control the sustain (release) phase of the lower register.
• Pedals slider: Control the sustain (release) phase of the pedal register.
• Mode buttons (Controls view only): Click to choose one of two sustain behaviors:
• Smart: Cuts the sustain phase of released notes when you play new notes.
• Normal: Allows polyphonic sustain phases. All released notes continue to sustain,
even if new notes are played.
Note: Smart mode allows for long sustain times, even in the bass register, which would
cause rumbling dissonances if you used normal mode.
The key contacts of electromechanical tonewheel organs tend to saw a little on the busbar,
thus introducing a short click sound. Corrosion of the key contacts or busbar increases
the length and level of this click. This aspect of the B3 design causes irregular scratching
noises (commonly referred to as key click) when striking and releasing keys. Hammond
fans like these clicking noises because they introduce a transient, percussive quality to
the note.
Vintage B3 allows you to adjust the volume and sound of the key click. The tonal color and
volume of clicks are altered randomly, and independently, from the click on and click off
(release) volume settings.
Note: Even if both parameters have identical values, there is a random variation in
sound that makes some clicks seem shorter than the value set with Click Min.
• Click Color slider: Set the tonal color of the click. This acts as a global control for the
treble portion of the click sound, which overrides (but works alongside) random click
color variations.
• Filter Age slider: Set the center frequencies of the filters to emulate aging capacitors.
The high frequency output signals of B3 tonewheel generators are passed through
bandpass filters. The center frequency of these filters changes as the capacitors (used
for filtering) get older.
Note: This colors the sound of the jitter applied by Random FM and the background
noise resulting from leakage. Filter Age also influences the intonation of the organ, if
you use a pitch bend.
• Leakage slider: Add a “breathy” quality to your sound—the result of crosstalk between
all tonewheels—including the tonewheels of notes that you don’t play.
• Drawbar Leak slider: Set the minimum output level of the draw bars when they are at
their minimum positions. The B3 tonewheel generators aren’t completely quiet, even if
all draw bars are at their minimum positions. This is due to leakage of the tonewheels,
causing crosstalk at the output.
• Use the maximum setting to make draw bar leakage clearly audible.
• Crosstalk slider: Set the crosstalk level. There are two tonewheels that are four octaves
apart for each key (pitch), on each rotating shaft. The signal of the lower wheel has
a small amount of audible crosstalk, induced by the higher wheel, and vice versa. For
more information, see Tonewheel sound generation. Because crosstalk is audible only
on certain B3 tonewheels, any “rumble” when chords are played is avoided.
• Tonal Balance slider: Change the mix relationship of the higher and lower tonewheels.
Use positive values for a lighter and brighter sound. Experiment with different tonal
balance and equalizer settings. See Vintage B3 EQ controls, for further information.
• Lower Manual Volume slider: Set the relative level between the upper and lower manuals
(and the pedalboard).
• Pedals Volume slider: Set the relative level between the upper (and lower) manual and
the pedalboard.
• Shape slider: Alter the waveforms of the tonewheel generator to produce sounds that
resemble the tones of Farfisa, Solina, or Yamaha organs. The Hammond tone generators
produce pure sine waves (albeit with a few artifacts), whereas some other organs
deliver distorted waveforms. The Shape parameter is placed after the filters that follow
the sine generators.
• Move the Shape slider to the right to make the tone brighter (and louder).
• Move the Shape slider to the left to make the tone duller (and softer).
• Bass Filter slider: Adjust to suppress the treble of the pedal draw bars which can sound
bright within the context of the combined upper/lower/pedal sound. At the maximum
position you hear only a solid bass organ fundamental in the bass register.
• Extended bass switch: Add another low octave to the playable range of both the upper
and lower manuals.These additional low octaves, and the ability to independently
transpose both manuals, are not available on the original B3.
• Ultrabass switch: Turn on to disable duplication of the 16” drawbar in the lowest
octave. Turn off to mirror the original B3 behavior. The on position results in a sound
that resembles that of early tone wheel organs like the B, BV, and BCV, which had no
dedicated tone wheels with a complex waveform for the pedal. This is also known as
“Bass all the way down”. See Use multiple or multichannel controllers with Vintage B3.
Note: Ultrabass and Extended Bass can be combined, but Ultrabass has no effect on
the added lowest octave. This octave always has a duplication of the 16” drawbar tone.
The Hardware Controller parameter determines the way Vintage B3 draw bars respond to
remote MIDI control change messages. Most users won’t need to change anything here.
If you own a MIDI draw bar organ, you’ll want to use its hardware draw bars to control
Vintage B3. Most hardware draw bar organs use an independent MIDI control change
number for each draw bar.
2. Choose a device (mode) from the Hardware Controller pop-up menu. Choose Off if you
do not own a supported device and don’t want to use a special assignment mode.
• Choose Roland VK or Korg CX mode if you use a Roland VK series or Korg CX-3 draw
bar organ as a remote controller for Vintage B3.
• Choose Hammond Suzuki mode if you use a Hammond XB series organ as a remote
controller for Vintage B3.
• Choose Native Instruments B4D mode if you use a Native Instruments B4D remote
controller for Vintage B3.
• Choose Nord Electro mode if you use a Clavia Nord Electro 2 as a remote controller
for Vintage B3.
72 draw bar 8’
73 draw bar 4’
75 draw bar 2’
78 draw bar 1’
Rotor Cabinet
80, 92 Slow/Brake/Fast
81 Slow/Brake
Reverb
82 Reverb Level
Vibrato
Percussion
94 on/off
95 2nd/3rd
Equalizer
104 EQ Low
105 EQ Mid
106 EQ Hi
107 EQ Level
Wah
Distortion
Click Levels
Balance
Rotor Cabinet
Vibrato
Perc 2nd and Perc 3rd Percussion Harmonic, 3rd harmonic has priority over 2nd. Translation from
XK buttons to Vintage B3 is as follows:
• 2nd off, 3rd off x Vintage B3 Percussion off
• 2nd on, 3rd off x Vintage B3 2nd Harmonic
• 2nd off, 3rd on x Vintage B3 3rd Harmonic
• 2nd on, 3rd on x Vintage B3 3rd Harmonic
Perc Fast Selects a preset decay time for fast or slow decay
Perc Soft Selects a preset level for either soft or normal percussion
Vibrato Mode Selects either Vibrato Off, V1/V2/V3, or C1/C2/C3 (XK-2 only)
Vibrato
Brightness Vibrato
Percussion
Equalizer
90 EQ Low
70 EQ Mid
5 EQ High
Distortion/Click
76 Distortion Drive
78 Distortion Tone
75 Click On Level
Leslie
3 Microphone Distance
GP 8 Leslie Accelerate/Decelerate
GP 7 Leslie Fast
68 Controls Brake function: if Value = 0.0, switches Leslie to Brake. All other
values switch Leslie to previous speed.
Chorus/Vibrato
Percussion
87 Percussion on/off
Equalizer
113 EQ High
114 EQ Low
Distortion/Click
Leslie
GP 6 on/off
GP 7 Leslie Speed
55 Pedals to Lower
Chorus/Vibrato
Percussion
66 Percussion on/off
89 Percussion Level
Equalizer
10 EQ High
9 EQ Mid
8 EQ Low
Reverb
91 Reverb Amount
Distortion/Click
76 Distortion Drive
75 Key Click
Leakage/Crosstalk
86 Leakage
87 Crosstalk
88 Crosstalk Shape
Leslie
85 on/off
1 Leslie Speed
Speaker/Mic
90 Balance
93 Mic. Distance
94 Horn EQ
Despite characteristics such as key clicks, variable intonation, distortions, and crosstalk
(all of which Vintage B3 emulates), playing a single note, with a single register, results
in a pure sine tone. Mixing sine tones results in more complex harmonic spectra; this is
known as additive synthesis. Organs—even pipe organs—can be regarded as additive
synthesizers. Several limitations should be considered before viewing the instrument in this
way. These limitations, on the other hand, constitute the charm and character of any real
musical instrument.
The naming of the draw bars is derived from the length of organ pipes, measured in feet (’).
This naming convention is still used with electronic musical instruments.
The lowest register—16’ (far left, brown draw bar)—and the higher octave registers—8’,
4’, 2’, and 1’ (white draw bars)—can be freely mixed, in any combination. 16’ is commonly
described as the sub-octave. With the sub-octave regarded as the fundamental tone, or
first harmonic, the octave above 8’ is the second harmonic, 4’ the fourth harmonic, 2’ the
eighth harmonic, and 1’ the sixteenth harmonic.
With the 5 1/3’ register—the second brown draw bar—you can add the third harmonic. This
is the fifth above the 8’. Basically, the draw bars are arranged by pitch, with one exception.
The second draw bar (5 1/3’) sounds a fifth higher than the third draw bar. See The residual
effect for an explanation.
The 2 2/3’ register generates the sixth harmonic, 1 3/5’ the tenth harmonic, and 1 1/3’ the
twelfth harmonic.
Note: 2 2/3’ is the fifth over 4’. 1 3/5’ is the major third over 2’. 1 1/3’ is the fifth over 2’. In
the bass range, this can lead to inharmonic tones, especially when playing bass lines in a
minor key. This is because mixing 2’, 1 3/5’, and 1 1/3’ results in a major chord.
If human beings didn’t hear this way, it would make listening to music on a small transistor
radio impossible. The tiny speaker of a small radio can’t accurately play back the
fundamental tone of the bass line because this frequency is far below the range that the
speaker can reproduce.
Setting draw bar registrations often involves this psychoacoustic phenomenon. In the
lower octaves, mixing the 8’ and 5 1/3’ sine draw bars creates the illusion of a 16’ sound,
although the lower frequency is missing.
Old pipe organs also make use of the residual effect, by combining two smaller pipes, thus
eliminating the need for long, heavy, and expensive giant pipes. This tradition is continued
in modern organs and is the reason for arranging the 5 1/3’ under 8’: the 5 1/3’ tends to
create the illusion of a pitch that is one octave lower than 8’.
A notched metal wheel, called a tonewheel, revolves at the end of a magnetized rod.
The teeth of the wheel cause variations in the magnetic field, inducing an electrical
voltage. This voltage/tone is then filtered, has vibrato and expression applied to it,
and is then amplified.
An AC synchronous motor drives a long drive shaft. Twenty-four driving gears with 12
different gear sizes are attached to the shaft. These gears drive the tonewheels. The
frequency depends on the gear ratios and the number of notches in the wheels. The
Hammond is tuned to an (almost exact) equal-tempered scale.
As with pipe organs that feature multiplexed registers, the Hammond organ uses certain
generators for more than one purpose. Some high frequency wheels serve as the
fundamental for high notes and provide harmonics for lower notes. This has a positive
impact on the overall organ sound, avoids detuning, and stabilizes levels between octaves.
Laurens Hammond began producing organs in 1935 in Chicago, Illinois, making use of the
same sound generation method. However, he used much smaller tone generators and fewer
registers. The patent for his model A organ dates from 1934.
Hammond also holds the patent for the electromechanical spring reverb, still found in
countless guitar amplifiers today.
The Hammond B3 was manufactured between 1955 and 1974. It is the Hammond model
preferred by jazz and rock organ players, such as Fats Waller, Wild Bill Davis, Brother
Jack McDuff, Jimmy Smith, Keith Emerson, Jon Lord, Brian Auger, Steve Winwood, Joey
DeFrancesco, and Barbara Dennerlein.
In addition to the B3, there are a number of smaller Hammond instruments, known as
the spinet series (M3, M100, L100, T100). Bigger console models, many of which were
designed to suit the needs of American churches or theaters (H100, X66, X77, E100, R100,
G-100), were also manufactured.
The Hammond name lives on in the Hammond-Suzuki range of electronic draw bar organs,
starting with the 2002 release of a digital B3 model that mimics the design and functions
of the classic B3 (without the weight). This model, as well as newer units, can be partnered
with real, mechanical, rotor speaker cabinets, also from the company.
Leslie’s approach was to simulate a variety of locations in the pipes (as in pipe organs),
resulting in a new spatial perception for every note. The rotor speaker cabinets could
simulate this effect, and the sense of space that they impart is incomparable, when placed
side-by-side with any fixed speaker. The periodic undulations in sound and volume and the
vibrato caused by the Doppler effect (see below) aren’t all there is to the Leslie sound—it’s
the spatial effect, too.
The “classic” Leslie speaker design features two drivers—a treble driver with horns (only
one works; the other simply acts as a counter-weight) and a bass driver. The horns
of the treble driver and the sound baffle of the bass driver are physically rotated by
electric motors.
The first Leslie, the model 30, had no Chorale—just tremolo and stop. The Chorale idea
(which came much later) was born of a desire to add a vibrato to the organ. Chorale, which
offers far more than a simple vibrato, was first introduced to the market with the 122/147
models. At this time, Leslie also added the “Voice of the pipe organ” label to his cabinets.
It wasn’t until 1980 that the two companies and brand names came together, six years after
the last tonewheel organ was built. Mechanical Leslie rotor cabinets are still being built
today, by the Hammond-Suzuki company.
Vintage Clav uses a component modeling synthesis engine that not only simulates the
basic sounds of the D6 but also the various string buzzes, key clicks, and the tone of
the pickups found in the original instrument. Vintage Clav accurately emulates the pluck
and bite of the attack phase as well as the sticking of the hammer pads. See D6 Clavinet
mechanical details.
The Vintage Clav synthesis engine improves on the Hohner D6 Clavinet with a stereo,
rather than mono, output. The 60-key range (F to E) of the original D6 has also been
extended across the full MIDI range (127 notes).
Vintage Clav provides extensive sound control options. You can radically alter the tone of
the instrument, enabling you to simulate an aging clavinet or to create unique new timbres
that have little in common with the sound of a clavinet.
Vintage Clav also incorporates an effects processor that provides classic wah, modulation,
and distortion effects—often used with the original instrument. The effects are modeled on
vintage effect pedals and adapted for optimized use with Vintage Clav.
If you’re new to using plug-ins in MainStage, see Add and remove plug-ins.
• Model pop-up menu: Choose a basic type of tone, or model. Each has a unique tonal
characteristic and different harmonic structure, designed to create different sounds.
See Vintage Clav models.
• Main button: Shows the Pickups, Stereo Spread, Brilliance, and Decay controls in the
central display. See Vintage Clav Main window overview.
• Effects button: Parameters for the integrated effects are shown in the central display.
See Vintage Clav Effects window.
• Details button: Opens the Details window where you can modify sound parameters
and set global parameters such as the tuning of Vintage Clav. See Vintage Clav
Details window.
• Extended parameters: Click the disclosure arrow at the lower left to access Vintage Clav
extended parameters.
• Stereo Spread parameter: This two-part parameter alters the stereo imaging of Vintage
Clav output—controlled by key position. This parameter also provides control of the
pickup panning position. See Use Vintage Clav Stereo Spread parameters.
• Brilliance knob and field: Set the level of the harmonic content caused by string
excitation. Positive values—to the right—result in a sharper sound. Negative values
result in a more muted sound.
• Decay knob and field: Set the decay time of the strings, following the attack phase
of a played note. Positive values increase the decay time. Negative values reduce the
decay time.
• Filter switches: The four filter switches emulate the original tone control switches of
the D6.
• Pickup switches: Use the AB and CD switches to alter the “wiring” of the virtual pickups,
thus changing the tone. See Use Vintage Clav Pickup parameters.
Note: MIDI controller 11 scales the output level—unless it is assigned to control Wah or
Damper parameters.
• Damper slider and field: Mute the strings. The Damper parameter can also be controlled
with a MIDI controller. For information on assigning a controller to the Damper slider,
see Vintage Clav Misc parameters.
The individual models are fully realized instruments and are immediately playable, without
further modification. You can shape the tonal character of any loaded model with Vintage
Clav model editing parameters. See Vintage Clav Details window.
In some respects, you can view the choice of model as being similar to selecting an
oscillator waveform in a synthesizer. As with raw synthesizer waveforms, parameters
can affect the model quite differently. For example, using identical parameter settings
can make one model more nasal sounding and another model more noisy.
Classic I and II Classic I is a near exact emulation of the original D6. It includes string
noises on long decays and accurate behavior following the release of
keys. Each D6 was unique in its way, so you can adjust the sound to
match the tone of D6 clavinets you have heard. Classic II is brighter
and more punchy.
Funktone This model invites heavy, funk-style bass playing in the lower octaves,
coupled with sustained chords in the mid-to-upper octaves. It works well
with phaser and delay effects.
In the lower bass-octave ranges, the string oscillations become
increasingly resonant over time, until they finally collapse (after 20 to
30 seconds). Higher notes have a much shorter decay, which has a
corresponding impact on the resonating behavior.
Mellotone This model is smooth and mellow sounding across the entire keyboard
range.
Plectratone I and II These models emulate a picked string. Change the pickup positions to
make the sound more guitar-like. For a harp-like sound, position the lower
pickup near the mid point of the Pickup Position display and increase
String Release and Excite Shape in the Details window, while decreasing
Brilliance in the Main window.
Vintage I and II These models emulate a D6 with aged and worn hammers and strings.
The sound of the sticky hammer heads is modeled as well as the richer
bass range.
Woodtone This model sounds wooden, thin, and contains inharmonic overtones. It
can sound slightly detuned in some contexts.
Try moving pickup positions while repeatedly striking a note to hear the effect that the
pickup position has on the overall tone. Interesting, phaser-like effects can be achieved by
automating the pickup positions.
Settings with both pickups placed near the upper end of the strings and active Brilliant and
Treble filter switches result in a weak fundamental tone. Therefore, you mostly hear the
overtones of the chosen model. These can be “out of tune,” particularly for models such
as Wood, which has strong inharmonic content. Move the pickups toward the center of
the Pickup Position display, halfway along the strings, and deactivate all filter switches to
circumvent this detuned effect.
You can cross over the pickups in the Pickup Position display. This may lead to a hole
(silent or very quiet notes) in your keyboard range. This is due to phase cancelations
between the pickups. If you encounter this phenomenon, adjust the position of one or both
pickups—until the quiet or silent notes are playable.
Reposition a pickup
• In MainStage, drag the handle in the middle of the pickup to a new position along
the strings.
The internal wiring of the two pickups changes with different switch positions, as does
the sound at the combined pickup output.
Drag the Key parameter to set a key scale modulation of the panning position. In other
words, the played keyboard note position determines the panning position.
Use the Pickup parameter to spread the two pickup signals across the stereo spectrum
when both pickups are active (Upper+Lower or Upper-Lower modes).
You can use both spread types at the same time. They are automatically mixed. The
ring around the Stereo Spread button graphically displays the effect of both parameters,
as follows:
Set this parameter to the maximum value for extreme left/right panning (semitones) at
MIDI note number 60.
Set this parameter to the maximum value for extreme left/right panning.
Use the Master button to turn the entire effects section on or off. Each effect in the effects
chain can be independently turned on or off.
Vintage Clav effects work in series—where the output of one effect is fed into the next
in an effects chain. The routing order lets you choose whether a distorted signal should
be wah-filtered (for funkier sounds) or the wah-filtered sound should be distorted (for
screaming sounds)—as an example.
Horizontally drag the name of the effect to determine the order of the effects chain.
• Ratio knob and field: Adjust the compression slope. The additional gain offered by the
compression circuit—when directly preceding the Distortion effect—lets you create
crunchy distortions. The Compressor is also useful for enhancing the key click sound
and for emphasizing harmonics in different clavinet models.
• Gain knob and field: Set the level of the Distortion effect. If Gain is at the minimum
value, no distortion is heard.
• Tone knob and field: Change the tonal color of the Distortion effect.
• Use low Tone and Gain settings to create warm overdrive effects.
• Use high Tone and Gain settings for bright, screaming distortion effects.
• Mode pop-up menu: Choose Phaser, Flanger, or Chorus as the modulation effect.
• Intensity knob and field: Set the depth of the phasing, flanging, or chorus effect. Use of
high Intensity values leads to ensemble-type effects when the Chorus effect is active.
WARNING: When the Phaser effect is active, high Rate and Intensity values lead to very
deep, self-oscillating phase shifts that can damage ears and speakers.
• Sync button: Synchronize the Phaser or Flanger effect to the host application tempo.
The Rate knob sets bar and beat values, including triplets.
• Rate knob and field: Set the speed of the phasing, flanging, or chorus effect. The rate is
set in hertz values, or bar/beat values when the Sync button is turned on.
• Classic Wah: This setting mimics the sound of a popular wah pedal with a slight
peak characteristic.
• Retro Wah: This setting mimics the sound of a popular vintage wah pedal.
• Modern Wah: This setting mimics the sound of a distortion wah pedal with a constant
Q(uality) Factor setting. The Q determines the resonant characteristics. Low Q
values affect a wider frequency range, resulting in softer resonances. High Q values
affect a narrower frequency range, resulting in more pronounced emphasis.
• Opto Wah 1: This setting mimics the sound of a distortion wah pedal with a constant
Q(uality) Factor setting.
• Opto Wah 2: This setting mimics the sound of a distortion wah pedal with a constant
Q(uality) Factor setting.
• Resonant LP: In this mode, the Wah works as a resonance-capable lowpass filter. At
the minimum pedal position, only low frequencies can pass.
• Resonant HP: In this mode, the Wah works as a resonance-capable highpass filter. At
the maximum pedal position, only high frequencies can pass.
• Peak: In this mode, the Wah works as a peak (bell) filter. Frequencies close to the
cutoff frequency are emphasized.
• Envelope knob and field: Determine the sensitivity of the (filter) envelope to incoming
note velocity messages. An auto wah effect is produced by using the integrated
envelope follower function, which controls the depth of filter cutoff modulation. In
practical terms, this means that the dynamics of your performance directly control the
depth of the Wah effect.
The rubber hammers of the original D6 age and decay, just like piano hammer felts. Worn
out D6 units produce a distinctive “click” when a key is released. This is due to the string
sticking to the rubber hammer before being released. The characteristics of this release
click are part of each model and can be precisely adjusted with the Click parameters.
• Intensity slider and field: Set the level of the release click. A negative value of −1.00
eliminates the release click. To simulate an old D6, increase the value.
• Random slider and field: Control the amount of click level variance across the keyboard.
This slider simulates the wearing of some hammers, but not others, emulating the “wear
and tear” of a D6. The farther to the right the slider is moved, the greater the variation
between key clicks on some keys. At the leftmost position, all keys have an identical key
click level.
• Velocity slider and field: Set the velocity sensitivity for the key click sound. The
maximum key click level is set with the Intensity slider and the velocity mode is
determined with the Velocity mode switch.
• Velocity mode switch: Turn attack (key on) or release (key off) velocity on or off. The
Auto setting senses if the connected MIDI keyboard is sending release velocity values.
If this is the case, the received release velocity is used to shape the sound; otherwise,
it acts as if it is turned off.
• Damping slider and field: Change the damping behavior of the strings. Damping is
essentially a faster decay for the higher harmonics in a sound. Damping is directly
related to the string material properties—high damping for catgut strings, medium
damping for nylon strings, and low damping for steel strings. Depending on the model,
damping results in a more mellow and rounded, or woody, sound. A positive Damping
value makes the sound more mellow. A negative Damping value allows more high
harmonics through, making the sound brighter.
• The Stiffness parameter controls the intensity of the stretching or spectral spreading
set by the Inharmonicity slider.
Note: The fundamental note pitch is not affected by the Stiffness and Inharmonicity
parameters.
• Tension Mod slider and field: Add a slight upward pitch bend effect immediately
after being plucked, struck, or strummed. This type of modulation is common to
stringed instruments like the D6, guitars, and so on. A predefined Tension Modulation
characteristic is built into each model, but this can be altered with the Tension Mod
parameter. The impact of this parameter can be significant, enabling you to generate
strange sound effects with Vintage Clav. You can also use it to simulate an out-of-tune
clavinet, or a sitar-like sound.
• Pitch Fall slider and field: Set the intensity of a D6 characteristic where the pitch of
each note falls immediately after you release the key. This sonic quirk is due to the
physical construction of the D6. The intensity of this effect varies with each model, but
it can be completely deactivated by setting Pitch Fall to the leftmost position.
Pitch parameters
• Tune slider and field: Adjust tuning in one-cent intervals. At a value of 0 c (zero cents),
the central A key is tuned to 440 Hz, or concert pitch.
• Stretch Tuning slider and field: Use to deviate from the default equal-tempered scale
by altering the bass and treble ends of the sound. This simulates the way stringed
keyboard instruments such as pianos are tuned (see information below).
Note: Use of both Warmth and Stretch may result in a detuned sound that is quite
similar to a heavy chorus effect. In some instances, this effect may be so extreme that
Vintage Clav sounds out of tune with your project or concert.
• Warmth slider and field: Set the amount of random deviation from an equal-tempered
scale. High values add life to sounds. The Warmth parameter can be useful when
you are emulating an instrument that has not been tuned for a while, or for slightly
thickening a sound. When you are playing chords, the Warmth parameter creates a
slight detuning or beating effect between notes.
• Pitch Wheel slider and field: Determine the pitch bend range in semitone steps. Use
your keyboard pitch bend wheel to control pitch bends.
• Pitch Pressure slider and field: Adjust aftertouch sensitivity. On an original D6, applying
pressure to a depressed key raises the pitch slightly. Pitch Pressure emulates this
behavior. Values to the left of the center position lower the pitch slightly with aftertouch
messages. Values to the right raise pitch.
To circumvent this problem, piano tuners use a technique known as stretch tuning, where
the high and low registers of the piano are tuned higher and lower, respectively. This
results in the harmonics of the low strings being in tune with the fundamental tones of the
upper strings. In essence, pianos are intentionally “out of tune” (from equal temperament),
so that the lower and upper registers sound in tune.
Because the original D6 is a stringed instrument, this inharmonic relationship also applies
to Vintage Clav and the instruments it emulates. The stretch feature, however, was
primarily included for situations where you want to use Vintage Clav alongside an acoustic
piano recording or performance.
MIDI controller assignments allow you to control Vintage Clav with an external
MIDI controller.
Misc parameters
• Voices pop-up menu: Choose the maximum number of voices that can be played
simultaneously. Lowering the value of this parameter limits the polyphony and
processing requirements of Vintage Clav. There are two monophonic settings: mono
and legato. Each setting provides a single voice when playing Vintage Clav.
• Legato: Vintage Clav sound-shaping processes are not triggered if the notes are
played legato—only the pitch changes. If the notes are played staccato, a Vintage
Clav voice with all sound-shaping processes is triggered.
• Fixed (fx) curves: These are linear curves with a fixed dynamic range of 25%, 50%,
75%, and 100%.
• Convex (convx) curves: These curves are more dynamically responsive in the center
octaves of the keyboard range.
• Concave (concv) curves: These curves are less dynamically responsive in the center
octaves of the keyboard range.
• Damper Control pop-up menu: Choose the MIDI controller (or MIDI velocity or
aftertouch) you want to use to control the Damper parameter. Off disables MIDI control.
• Wah Control pop-up menu: Choose the MIDI controller you want to use as a manual
Wah effect control. MIDI foot controllers such as Expression pedals are commonly used
for this type of task, but any controller can be assigned. You can also use MIDI velocity
or aftertouch messages to control the Wah effect. Off disables MIDI control. Choose the
Learn menu item to automatically assign the parameter to the first appropriate incoming
MIDI data message, then move the controller on your MIDI keyboard. Learn mode has a
20 second time-out feature If Vintage Clav does not receive a MIDI message within 20
seconds, the parameter reverts to its original MIDI controller assignment.
Note: You can simultaneously control the Wah effect with both the integrated envelope
follower function (“auto-wah”—see Vintage Clav Wah effect) and a manual controller. In
this situation, the controller events of the envelope follower and manual controls are mixed.
• Wah Pedal Position slider (Controls view): Choose View > Controls to access the Wah
Pedal Position slider. The value of this parameter represents the current pedal position,
ensuring that it is saved with the setting. Choose the Learn menu item to automatically
assign the parameter to the first appropriate incoming MIDI data message, then move
the controller on your MIDI keyboard. Learn mode has a 20 second time-out feature If
Vintage Clav does not receive a MIDI message within 20 seconds, the parameter reverts
to its original MIDI controller assignment.
Extended parameters
• MIDI Mono Mode pop-up menu: Choose Off, On (with common base channel 1), or On
(with common base channel 16).
In either Mono mode, each voice receives on a different MIDI channel. Controllers and
MIDI messages sent on the base channel affect all voices.
The chosen pitch bend range affects individual note pitch bend messages received on
all but the common base channel. The default is 48 semitones, which is compatible
with the GarageBand for iOS keyboard in pitch mode. When using a MIDI guitar, 24
semitones is the preferable setting because most guitar to MIDI converters use this
range by default.
D6 Clavinet history
The German company Hohner, manufacturer of the D6 Clavinet, was known mainly for its
reed instruments (harmonicas, accordions, melodicas, and so on) but had made several
classic keyboards prior to the first incarnation of the Clavinet, known as the Cembalet.
Musician and inventor Ernst Zacharias designed the Cembalet in the 1950s. It was intended
to be a portable version of the cembalo, or harpsichord—which could be amplified. Its
mechanism worked by plucking the end of a flat reed with the key, which was then picked
up and amplified, in much the same way as an electric guitar.
A year or two after the Cembalet release, two Pianet models appeared. Both the CH and N
models used flat reeds for tone generation but employed a very different plucking/striking
action. When a key was depressed, it engaged a sticky pad with a foam backing, which
actually stuck to the reed. When the key was released, the weight of the key caused the
pad adhesive to free itself from the reed. This made the reed vibrate, and this vibration was
then amplified.
The model T Pianet was released several years later and utilized a soft rubber suction
pad on the reeds, rather than the adhesive of the CH and N models. This method resulted
in limited keyboard dynamics and also damped all reeds on release, thus negating any
possibility of sustaining the sound via a foot pedal. Despite these problems, the sound
of the model T Pianet was popularized by bands such as The Zombies and Small Faces in
the 1960s.
In the years between the releases of the Pianet N and T models, Zacharias invented what
was to become Hohner’s most successful, and certainly funkiest, keyboard—the Clavinet.
The Clavinet was designed to replicate the sound of a clavichord, but with an altogether
fuller sound (the clavichord was notoriously thin sounding).
The early models—Clavinet I with a built-in amp, Clavinet II with tonal filters, Clavinet L with
its bizarre triangular shape—all led to the Clavinet model C. This, in turn, was refined into
the more portable D6. The D6 uses a hammer action, which strikes a string against a metal
surface to produce a tone. It has a fully dynamic keyboard because the striker is directly
beneath the key—the harder you hit, the louder and more vibrant the tone.
Mention the Clavinet today and most people automatically think of Stevie Wonder’s
“Superstition”—a recording that owes as much to the D6 as it does to the artist who
wrote and performed it. The D6 was later superseded by the E7 and the Clavinet/Pianet
Duo. These were basically the same as the D6 but more roadworthy, quieter, and better
protected against proximity hums than previous models.
The mechanical vibrations of the action are captured by magnetic pickups and converted
into electrical signals, which are amplified and reproduced through speakers.
As the key is released, contact between the plunger/striker and the anvil is immediately
broken, leaving the wool-wound part of the string free. This immediately suppresses the
string vibration.
When experimenting with Vintage Clav, or auditioning some of the included settings, you
may encounter sounds that seem to be triggered on both the note on and the note off.
This is actually a feature that emulates the original D6. The real D6 has the “problem”
of strings sticking to worn-out hammers, producing a second trigger when the key is
released. You can adjust the intensity of this key-off click using the Intensity slider. See
Vintage Clav Excite and Click parameters.
The unmistakable tones of Fender Rhodes pianos are some of the best-known keyboard
instrument sounds used in the second half of the 20th century. Various Rhodes models
have been popularized in a wide range of musical styles, encompassing pop, rock, jazz,
and soul, as well as more recent genres such as house and hip-hop. Nearly as popular was
the Wurlitzer piano, which enjoyed most of its success in the 1970s.
The Vintage Electric Piano sound engine uses component modeling synthesis techniques
to generate ultra-realistic electric piano sounds, with smooth dynamics and scaling over
the entire 88-key range. Component modeling has no abrupt changes between samples,
sample looping, or filtering effects during the decay phase of notes.
Vintage Electric Piano also simulates the physical characteristics of the original
instruments, including the movement of the electric piano reeds, tines, and tone bars in the
(electric and magnetic) fields of the pickups. It also emulates the ringing, smacking, and
bell-like transients of the attack phase as well as the hammer action and damper noises of
the original instruments.
The integrated effects include classic equalizer, overdrive, stereo phaser, stereo tremolo,
and stereo chorus effects that are commonly used with electric piano sounds.
If you’re new to using plug-ins in MainStage, see Add and remove plug-ins.
• Model pop-up menu: Choose an electric piano model. Several Rhodes models are
available, plus Hohner Electra Piano and Wurlitzer models. See Rhodes models and
Hohner and Wurlitzer models.
Note: When you choose a new model, all currently sounding voices are muted and all
parameters are reset to default values.
• Effects button: Click to show the EQ, Drive, Phaser, Tremolo, and Chorus effect
parameters in the main display area.
• Details button: Click to show parameters in the main display area that enable you to
alter the tone and playing behavior of the selected instrument model.
• Bass Boost knob and field: Enhance the low end of the sound. This parameter emulates
the behavior of the control found on the original Rhodes piano.
• Volume knob and field: Set the overall output level of Vintage Electric Piano.
• Extended parameters: Click the disclosure arrow at the lower left to access Vintage
Electric Piano extended parameters if needed.
EQ parameters
• On/off button: Turn the equalizer on or off.
• Bass knob and field: Control the low frequency range. Either shelving or peak-type
filters are used—depending on the piano model selected. Optimized frequency ranges
are preselected for each model.
• Treble knob and field: Control the high frequency range. Either shelving or peak-type
filters are used, depending on the piano model selected. Optimized frequency ranges
are preselected for each model.
Tip: You can achieve a sound with a more dominant mid-range by suppressing the
treble and bass frequency ranges. If you require more precise equalization, you can
insert any of the equalizer plug-ins in the instrument channel strip. You can also use
the Tone control of the Drive effect to contour the harshness of your sound.
• Tone knob and field: Equalize the sound before amplification or distortion by the virtual
tube amplifier circuit.
• Use low Tone values to set a mellow tonal color. If the sound becomes too soft,
boost the treble portion of your sound with the EQ Treble control.
• Use higher Tone values for harsh distortion characteristics, typical of overdriven
transistor stages. If the sound is too aggressive, suppress the treble portion of your
sound with the EQ Treble control.
Chorus parameters
• On/off button: Turn the Chorus effect on or off.
• Rate knob and field: Set the speed of the Chorus effect, in Hz. High values may result in
the piano sounding detuned.
• Intensity knob and field: Set the intensity of the Chorus effect. Technically, this sets the
amount of delay time deviation.
Note: MainStage offers a sophisticated Phaser effect (and other modulation plug-ins) that
can be used alongside, or to replace, the integrated Vintage Electric Piano Phaser effect.
• Rate knob and field: Set the speed of the phasing effect. The rate is set in Hz values, or
bar/beat values when the Sync button is turned on.
• Sync button: Synchronize the Phaser effect to the host application tempo. The Rate
knob sets bar and beat values, including triplets.
• Color knob and field: Set the amount of Phaser output signal that is fed back to the
effect input. This changes the tonal color of the phasing effect.
• Stereo knob and field: Determine the relative phase shift between the left and
right channels.
• At a value of 180 the effect symmetrically rises in the left channel while falling in the
right channel, and vice versa.
• Rate knob and field: Set the speed of the tremolo effect (LFO frequency). The rate is set
in Hz values, or bar/beat values when the Sync button is turned on.
• Sync button: Synchronize the Tremolo effect to the host application tempo. The Rate
knob sets bar and beat values, including triplets.
• Stereo knob and field: Determine the relative phase shift between the left and
right channels.
Tip: The original Wurlitzer Piano has a mono tremolo with a fixed modulation rate
of 5.5 Hz. For an authentic Wurlitzer sound, select a Stereo value of 0 degrees. For
Rhodes sounds, set the Stereo value to 180 degrees. The settings in between result in
spacious effects—especially when low Rate knob values are used.
• Decay knob and field: Set the decay time of the piano sound. The lower the value, the
less the sound sustains and the higher the level of damping applied to the vibration of
the tines. When short values are set, the main tone is more pronounced and is heard for
a longer period than the transient harmonics. Sonically, the effect is reminiscent of an
electric guitar string being damped with the palm of the picking hand. Electric pianos
can be modified in a similar way. Higher values (longer settings) result in more sustain
and a less dynamic feel.
• Release knob and field: Set the amount of damping applied after the keys are released.
Extremely long settings (high Release values) let you play the piano like a vibraphone.
• Stereo Width knob and field: Adjust the stereo field. At high values, bass notes are
heard in the left channel and treble notes are heard in the right channel.
Tip: Avoid using this parameter if you are trying to faithfully recreate a vintage
electric piano because these instruments were not equipped with stereo outputs.
• Tine Bell knob and field: Set the level of the (inharmonic) treble portion of the tone. This
is useful for emulating classic electric piano sounds.
• Damper Noise knob and field: Set the level of damper noise. This emulates the damping
felt hitting the vibrating tine in the original instruments.
• Down/Up knobs and fields: Set the pitch bend range in semitone steps.
• Warmth knob and field: Set the amount of (random) deviation from the equal-tempered
scale. Each note is slightly detuned from the next, adding life and richness to the sound.
Note: Use of both Warmth and Upper or Lower Stretch can result in a detuned sound
that is similar to a heavy chorus effect. In some instances, this effect may be so
extreme that Vintage Electric Piano sounds out of tune with the rest of your project or
concert.
• Lower knob and field: Set the amount of deviation from the equal-tempered scale in the
bass end of the sound. The higher the value, the farther down the low notes are tuned.
At a setting of 0, Vintage Electric Piano is tuned to an equal-tempered scale, with each
octave down halving the frequency.
• Upper knob and field: Set the amount of deviation from the equal-tempered scale in the
treble end of the sound. The higher the value, the farther up the high notes are tuned.
At a setting of 0, Vintage Electric Piano is tuned to an equal-tempered scale, with each
octave above (up) doubling the frequency.
To circumvent this problem, piano tuners use a technique known as stretch tuning, in
which the high and low registers of the piano are tuned higher and lower, respectively. This
results in the harmonics of the low strings being in tune with the fundamental tones of the
upper strings. In essence, pianos are intentionally “out of tune” (from equal temperament),
so that the lower and upper registers sound in tune.
Electric pianos don’t have strings, so this inharmonic relationship doesn’t apply to Vintage
Electric Piano nor to the original instruments it emulates. The stretch feature was primarily
included for situations where you want to use Vintage Electric Piano alongside an acoustic
piano recording or performance.
Extended parameters
• Delay PP slider and field: Drag to set the delay time (in milliseconds) when the keys are
struck pianissimo (PP-soft).
• Delay FF slider and field: Drag to set the delay time (in milliseconds) when the keys are
struck forte (FF-hard).
• Midi Mode pop-up menu: Determine how Vintage Electric Piano responds to MIDI
controllers. Choose from: Off, Modwheel to Tremolo, and Full Remote.
Rhodes models
Harold Rhodes (born 1910) constructed what is arguably the best known and most widely
used electric piano. Designed in 1946—as a piano surrogate for practice, education, and
army entertainment—the Rhodes piano was marketed by guitar manufacturer Fender from
1956. The Fender Rhodes is one of the most popular musical instruments in jazz, especially
electric jazz. CBS took over production of the Rhodes in 1965, enhancing its popularity in
pop and rock music. There are also a number of Rhodes synthesizers, developed by former
manufacturer ARP. Roland Corporation owned the Rhodes name for a while and released
several digital pianos under the Rhodes moniker. From 1997 until his death in December
2000, Harold Rhodes again owned the name.
The Rhodes piano was also made available as a suitcase piano (with a pre-amplifier and
two-channel combo amplifier) and as a stage piano, without an amplifier. Both of these
73-key “portable” versions have a vinyl-covered wooden frame and a rounded plastic top.
In 1973, an 88-key model was introduced. Smaller Celeste and bass versions were less
popular. The MkII (1978) had a flat top that allowed keyboardists to place extra keyboards
on top. The Mark V, introduced in 1984, had a MIDI output.
The mid-1980s saw a decrease in Rhodes production as most keyboard players invested in
the lighter and more versatile digital synthesizers that became available around this time.
These keyboards could easily emulate the Rhodes sound and also offered a range of new
piano sounds.
The Rhodes output signal is like that of an electric guitar and requires pre-amplification.
The Rhodes sound is not harmonically rich. This is why so many performers use a treble
boost or an overdrive effect when playing the Rhodes piano. The Rhodes sounds best when
played through tube amplifiers.
The characteristic sound of each Rhodes piano depends more on the adjustment and
maintenance of the individual instrument than on the model. Early models had hammers
covered with felt, resulting in a smoother sound than later models with neoprene-covered
hammers. The suitcase piano featured a pre-amplifier that could create a sound with a
very dominant mid-range. Appropriate pre-amplification and equalization can, however,
deliver an identical tone from almost any stage piano. The MkII does not have the treble
range resonance clamps of earlier models; it has less sustain in the treble range. The
most significant sonic differences are dependent on the proximity of the tine to the
pickup. When the tine is moved closer to the pickup, the bell characteristic becomes more
prominent. In the 1980s, many Rhodes pianos were adjusted to have more “bell.”
Note: The Vintage Electric Piano Metal Piano and Attack Piano models feature idealized
sound qualities that could only be aimed at with the original Rhodes instruments. Although
these models may not sound realistic, they have at least partially achieved the goals that
Rhodes technicians may have envisaged when preparing their keyboards.
Wurlitzer, best-known for manufacturing music boxes and organs, also built electric pianos
that helped write pop and rock music history. The 200 series, notably the 200A and 240V,
Wurlitzer pianos are smaller and lighter than the Rhodes pianos, with a keyboard range of
64 keys (A to C) and an integrated amplifier and speakers.
The velocity sensitive hammer action resembles that of a conventional acoustic piano. The
Wurlitzer sound generation system is based on spring steel reeds that can be tuned with a
solder weight. The Wurlitzer has electrostatic pickups The reeds are supplied with a zero
volt current and move between the teeth of a comb, connected to a 150-volt current. The
tone of the Wurlitzer, which was first manufactured in the early 1960s, features a number
of odd harmonics.
Note: The Vintage Electric Piano Funk Piano model offers a special synthetic piano
engine sound, with an exaggerated bass. This is not based on any real-world Wurlitzer
instruments, but it can be a useful sound nonetheless.
1 Volume knob
Each key has a tape strip with up to three different sounds running in parallel. Sound length
is limited to eight seconds, at which point the sound abruptly stops. Tapes return to their
start position when the corresponding key is released. By offsetting the playheads with the
racks that hold the tapes, a musician can switch the entire keyboard between a string and
choir sound, for example. Partial offsets of the tape heads result in a layered blend of two
adjacent sounds on each tape strip.
More advanced Mellotron models can use longer tapes, with different sounds allocated at
precise positions along their length. This is similar to switching between banks of presets
on a modern synth. Even then, a maximum of around 24 sounds is possible. If you require
different sounds, the machine needs to be dismantled, and a new tape rack is used to
replace one already in place. Not ideal, and certainly tough to accomplish during a live
performance.
The original library sounds were recorded note by note, with varied performances and pitch
fluctuations. This makes Mellotron instrument mapping somewhat inconsistent across the
keyboard range, which is an essential part of its sonic character and charm.
Vintage Mellotron features painstakingly sampled versions of each note from the original
Mellotron sound library tapes, capturing the full sound length and performance quirks.
Unlike the originals, Vintage Mellotron sounds are looped, enabling you to indefinitely
sustain notes. Looping isn’t static, so sounds retain their “organic” flavor and mirror the
continuous sonic movement of the original instruments.
A tape speed control mimics the tonal fluctuations caused by this feature on the original
instruments. Also included are octave transposition and tone controls. See Vintage
Mellotron controls.
If you’re new to using plug-ins in MainStage, see Add and remove plug-ins.
• Sound A/B Transpose buttons: Set an independent playback octave for instrument
sound A or B.
This mimics the behavior of the half speed or double speed tape switches found on
some Mellotron models, but enhances these facilities by enabling independent octave
control for each sound.
• Blend A/B knob: Set the level balance between instrument sound A and B. Set to the full
left or right position to hear sound A or B in isolation.
• Tape Speed knob: Set the tape speed for all notes. This mimics the tonal fluctuations
caused by this control on the original instrument.
• Tone knob: Rotate to the right to reduce bass and to make the sound brighter and
more nasal. Rotate to the left to reduce brightness, making the sound warmer and
more mellow.
Click the disclosure arrow at the lower left to view the extended parameters.
• Attack slider: Set the time required for the signal to reach the initial signal level, known
as the sustain level.
• Release slider: Set the time it takes for the signal to fall from the sustain level to a level
of zero, after releasing a key.
• Pitch Bend Range slider: Set the pitch bend range in semitone steps. This allows you to
use the pitch bend controller of your keyboard to bend Vintage Mellotron pitch.
• Fixed Velocity checkbox: Click to prevent your MIDI keyboard velocity data from
affecting Vintage Mellotron dynamics. This mirrors the behavior of the original
instruments that did not have velocity-sensitive keyboards.
Legacy instruments are automatically loaded when you open a GarageBand project, a
Logic Pro project, or a MainStage concert that uses one or more of these instruments.
You can use these plug-ins or you can replace them with other instrument plug-ins
available in MainStage.
You cannot directly insert these plug-ins in MainStage unless you override the Instruments
plug-in menu.
If you’re new to using plug-ins in MainStage, see Add and remove plug-ins.
The plug-in menu opens, with a Legacy submenu shown below Vintage Mellotron.
2. Choose the legacy instrument plug-in that you want to insert from the Legacy submenu.
Emulated instruments
If you’re new to using plug-ins in MainStage, see Add and remove plug-ins.
• Filter Cutoff slider: Allows less sound through at low values and more at high values—
damping the sound or making it brighter.
• Release slider: Determines the time it takes for notes to fade out after you let go of the
keys on your keyboard.
If you’re new to using plug-ins in MainStage, see Add and remove plug-ins.
• Bass buttons: You can activate the lower (bass) pipes with these buttons, adding these
lower harmonics, which makes your sound richer and fuller.
• Cutoff slider: Allows less sound through at low values and more at high values—damping
the sound or making it brighter.
• Attack slider: Makes the sound start faster or slower. A fast setting makes it sound like
striking a piano key, whereas a slow setting makes it sound like bowing a violin string.
• Release slider: Determines the time it takes for notes to fade out after you let go of the
keys on your keyboard.
If you’re new to using plug-ins in MainStage, see Add and remove plug-ins.
• Filter Cutoff slider: Allows less sound through at low values and more at high values—
damping the sound or making it brighter.
• Release slider: Determines the time it takes for notes to fade out after you let go of the
keys on your keyboard.
If you’re new to using plug-ins in MainStage, see Add and remove plug-ins.
• Voices pop-up menu: Choose the maximum number of voices that can be played
simultaneously. Lowering the value of this parameter limits the polyphony and
processing requirements of Electric Clav. There are two monophonic settings: mono and
legato. Each setting provides a single voice when playing Electric Clav.
• Legato: Electric Clav sound-shaping processes are not triggered if the notes are
played legato—only the pitch changes. If the notes are played staccato, a voice with
all sound-shaping processes is triggered.
• Damper slider: Changes the tone, making it less sustained and more woody sounding as
you move toward the high setting.
• Auto Wah slider: Sets the sensitivity of the (filter) envelope to incoming note velocity
messages.
An auto wah effect is produced by using the integrated envelope follower function,
which controls the depth of filter cutoff modulation. In practical terms, this means that
the dynamics of your performance directly control the depth of the Wah effect.
• Phaser slider: Sets the overall level of the integrated Phaser effect.
The Phaser effect adds a sweeping, whooshing quality to your clavinet sound.
If you’re new to using plug-ins in MainStage, see Add and remove plug-ins.
• Model buttons: A more bell-like tone is achieved when the Tines button is selected.
• Decay slider: A short value makes the sound almost plucked, whereas a long setting
sustains the sound while the keys are held.
• Bell Volume slider: Makes the sound more bell-like, with a stronger ringing tone.
• Voices pop-up menu: Choose the maximum number of voices that can be played
simultaneously.
When the latter is chosen, move your keyboard modulation wheel to set the tremolo
(wobbling pitch) intensity.
If you’re new to using plug-ins in MainStage, see Add and remove plug-ins.
• Filter Cutoff slider: Allows less sound through at low values and more at high values—
damping the sound or making it brighter.
• Release slider: Determines the time it takes for notes to fade out after you let go of the
keys on your keyboard.
If you’re new to using plug-ins in MainStage, see Add and remove plug-ins.
• Filter Cutoff slider: Allows less sound through at low values and more at high values—
damping the sound or making it brighter.
• Attack slider: Makes the sound start faster or slower. A fast setting makes it sound like
striking a piano key, whereas a slow setting makes it sound like bowing a violin string.
• Release slider: Determines the time it takes for notes to fade out after you let go of the
keys on your keyboard.
If you’re new to using plug-ins in MainStage, see Add and remove plug-ins.
• Filter Cutoff slider: Allows less sound through at low values and more at high values—
damping the sound or making it brighter.
• Release slider: Determines the time it takes for notes to fade out after you let go of the
keys on your keyboard.
If you’re new to using plug-ins in MainStage, see Add and remove plug-ins.
• Filter Cutoff slider: Allows less sound through at low values and more at high values—
damping the sound or making it brighter.
• Release slider: Determines the time it takes for notes to fade out after you let go of the
keys on your keyboard.
If you’re new to using plug-ins in MainStage, see Add and remove plug-ins.
• Filter Cutoff slider: Allows less sound through at low values and more at high values—
damping the sound or making it brighter.
• Attack slider: Makes the sound start faster or slower. A fast setting makes it sound like
striking a piano key, whereas a slow setting makes it sound like bowing a violin string.
• Release slider: Determines the time it takes for notes to fade out after you let go of the
keys on your keyboard.
If you’re new to using plug-ins in MainStage, see Add and remove plug-ins.
• Filter Cutoff slider: Allows less sound through at low values and more at high values—
damping the sound or making it brighter.
• Release slider: Determines the time it takes for notes to fade out after you let go of the
keys on your keyboard.
If you’re new to using plug-ins in MainStage, see Add and remove plug-ins.
• Attack slider: Makes the sound start faster or slower. A fast setting makes it sound like
striking a piano key, whereas a slow setting makes it sound like bowing a violin string.
• Release slider: Determines the time it takes for notes to fade out after you let go of the
keys on your keyboard.
If you’re new to using plug-ins in MainStage, see Add and remove plug-ins.
• Filter Cutoff slider: Allows less sound through at low values and more at high values—
damping the sound or making it brighter.
• Attack slider: Makes the sound start faster or slower. A fast setting makes it sound like
striking a piano key, whereas a slow setting makes it sound like bowing a violin string.
• Release slider: Determines the time it takes for notes to fade out after you let go of the
keys on your keyboard.
If you’re new to using plug-ins in MainStage, see Add and remove plug-ins.
• Drawbars slider: Drag to increase or decrease the level of sine tones and harmonics,
resulting in a richer or thinner sound.
• Percussion Time slider: Sustains the second or third harmonic when set to a long value.
If a short value is selected, the harmonics are heard only during the initial keystroke.
• Brake: Makes the sound swirl initially and then slow down.
• Click slider: Introduces a click sound to the keystroke. Select a high level if you’d like
this to be clearly heard.
• Percussion Level slider: Sets the level of the second or third harmonic added to the
sound with the Perc. Harmonic buttons.
If you’re new to using plug-ins in MainStage, see Add and remove plug-ins.
• Cutoff slider: Allow less sound through at low values and more at high values, damping
the sound or making it brighter.
• Resonance slider: Emphasize the frequency range around the point determined by the
Cutoff parameter.
• Attack slider: Make the sound start faster or slower. A fast setting makes it sound like
striking a piano key, whereas a slow setting makes it sound like bowing a violin string.
• Decay slider: Make the bright portion of the sound sustain for a longer time at slow
values. Faster values move to the sustain level more quickly.
• Sustain slider: Determine the level of the sound after the Attack or Decay phase has
completed.
If you’re new to using plug-ins in MainStage, see Add and remove plug-ins.
• Glide slider: Determine the time it takes a note pitch to change, or slide, to another note
pitch.
• Cutoff slider: Allow less sound through at low values and more at high values, damping
the sound or making it brighter.
• Resonance slider: Emphasize the frequency range around the point determined by the
Cutoff parameter.
• Attack slider: Make the sound start faster or slower. A fast setting makes it sound like
striking a piano key, whereas a slow setting makes it sound like bowing a violin string.
• Decay slider: Make the bright portion of the sound sustain for a longer time at slow
values. Faster values move to the sustain level more quickly.
• Richness slider: Determine the complexity of the sound texture, making the sound fuller.
If you’re new to using plug-ins in MainStage, see Add and remove plug-ins.
• Modulation slider: Make the sweeping movement of the pad faster or slower.
• Cutoff slider: Allow less sound through at low values and more at high values, damping
the sound or making it brighter.
• Resonance slider: Emphasize the frequency range around the point determined by the
Cutoff parameter.
If you’re new to using plug-ins in MainStage, see Add and remove plug-ins.
• Modulation slider: Make the sweeping movement of the pad faster or slower.
• Cutoff slider: Allow less sound through at low values and more at high values, damping
the sound or making it brighter.
• Resonance slider: Emphasize the frequency range around the point determined by the
Cutoff parameter.
• Attack slider: Make the sound start faster or slower. A fast setting makes it sound like
striking a piano key, whereas a slow setting makes it sound like bowing a violin string.
• Decay slider: Make the harmonic, or bright, portion of the sound sustain for a longer
time at slow values. Faster values move to the sustain level more quickly.
• Sustain slider: Determine the level of the sound after the Attack or Decay phase
has completed.
• Release slider: Determine the time it takes for notes to fade out after you let go of the
keys on your keyboard.
If you’re new to using plug-ins in MainStage, see Add and remove plug-ins.
• Sync slider: Determine the synchronization (or lack of it) between the two oscillators,
and therefore the harshness of the sound.
• Sync Modulation slider: Determine how much the synchronization of the two oscillators
is modulated, resulting in more complex (and harder) tones.
• Sync Envelope slider: Determine the amount that envelope parameters affect the sound.
• Cutoff slider: Allow less sound through at low values and more at high values, damping
the sound or making it brighter.
• Attack slider: Make the sound start faster or slower. A fast setting makes it sound like
striking a piano key, whereas a slow setting makes it sound like bowing a violin string.
• Decay slider: Make the harmonic, or bright, portion of the sound sustain for a longer
time at slow values. Faster values move to the sustain level more quickly.
• Sustain slider: Determine the level of the sound after the Attack or Decay phase
has completed.
If you’re new to using plug-ins in MainStage, see Add and remove plug-ins.
• Timbre slider: Change the color of the sound from dark to bright.
• Attack slider: Make the sound start faster or slower. A fast setting makes it sound like
striking a piano key, whereas a slow setting makes it sound like bowing a violin string.
• Decay slider: Make the harmonic, or bright, portion of the sound sustain for a longer
time at slow values. Faster values move to the sustain level more quickly.
• Release slider: Determine the time it takes for notes to fade out after you let go of the
keys on your keyboard.
If you’re new to using plug-ins in MainStage, see Add and remove plug-ins.
• Timbre slider: Change the color of the sound from dark to bright.
• Timbre Envelope slider: Dynamically change the color of the sound, depending on how
hard you strike the keyboard.
• Low values result in little or no effect on the color of the sound, no matter how hard
you play the keys.
• High values result in significant changes in the sound, in response to firmer or softer
keyboard playing.
• Decay slider: Make the harmonic, or bright, portion of the sound sustain for a longer
time at slow values. Faster values move to the sustain level more quickly.
• Richness slider: Subtly detune each played note from the others, making the sound a
little thicker, particularly when high parameter values are used.
• Distortion slider: Distort the overall sound, making it quite nasty and aggressive.
Important: Be careful with the Distortion parameter, which can significantly increase
the overall volume of the instrument and possibly cause damage to your speakers
or ears.
If you’re new to using plug-ins in MainStage, see Add and remove plug-ins.
• Balance slider: Set the balance between a harder and more spiky sound (digital) and a
warmer, softer sound (analog).
• Modulation slider: Apply more or less modulation, making the sound more lively when
high settings are used.
• Harmonic Steps slider: Determine how noticeable the tonal steps are. Large values
make them more noticeable and small values less noticeable.
• Cutoff slider: Allow less sound through at low values and more at high values, damping
the sound or making it brighter.
You can also use External Instrument Legacy to transmit and receive MIDI information
through the instrument channel strip that it is inserted into. This enables you to control an
external sound module—both MIDI and audio—from within one element.
To avoid constant repatching of devices, it is best to use an audio interface that supports
multiple inputs and outputs. The plug-in is inserted into instrument channel strips in place
of a software instrument.
If you’re new to using plug-ins in MainStage, see Add and remove plug-ins.
Note: It is recommended that you swap External Instrument Legacy instances with the updated
and more flexible External Instrument plug-in immediately after importing your project.
• Input pop-up menu: Choose the inputs of your audio hardware that the MIDI sound
generator is connected to.
• Input Volume slider and field: Move to set the incoming signal level.
If you’re new to using plug-ins in MainStage, see Add and remove plug-ins.
• Waveform pop-up menu: Choose the sample set used to generate the basic
synthesizer sound.
• Glide slider: Determine the time it takes a note pitch to change, or slide, to another
note pitch.
• Wheel to Vibrato slider: Determine the amount of pitch modulation by your keyboard
modulation wheel.
• Wheel to Cutoff slider: Determine the depth of Cutoff modulation by your keyboard
modulation wheel.
• Cutoff slider: Allow less sound through at low values and more at high values—damping
the sound or making it brighter.
• Cutoff Type pop-up menu: Choose from a number of preset filter curves. Try them out,
and experiment with the Cutoff and Resonance parameters.
• Resonance slider: Emphasize the frequency range around the point determined by the
Cutoff parameter.
• Attack slider: Make the sound start faster or slower. A fast setting makes it sound like
striking a piano key, whereas a slow setting makes it sound like bowing a violin string.
• Decay slider: Make the harmonic, or bright, portion of the sound sustain for a longer
time at slow values. Faster values move to the Sustain level more quickly.
• Sustain slider: Determine the level of the sound after the Attack or Decay phase
has completed.
• Release slider: Determine the time it takes for notes to fade out after you let go of the
keys on your keyboard.
If you’re new to using plug-ins in MainStage, see Add and remove plug-ins.
• Waveform pop-up menu: Choose the sample set used to generate the basic
synthesizer sound.
• Morph Envelope slider: Control the morph over time. For example, setting the Morph
parameter to B and the Morph Envelope to “From A to B” morphs the Wave from A to B,
in accordance with the ADSR envelope settings.
Note: If you set the Morph parameter to A and the Morph Envelope to “From A to B,” some
ADSR (envelope) settings result in no sound. This lets you use the modulation wheel to
offset the Morph parameter during live performances, resulting in interesting sounds.
• Cutoff slider: Allow less sound through at low values and more at high values—damping
the sound or making it brighter.
• Cutoff Type pop-up menu: Choose from a number of preset filter curves. Try them out,
and experiment with the Cutoff and Resonance parameters.
• Resonance slider: Emphasize the frequency range around the point determined by the
Cutoff parameter.
• Cutoff Envelope slider: Determine the strength of the envelope shaping applied to the
Cutoff parameter.
• Attack slider: Make the sound start faster or slower. A fast setting makes it sound like
striking a piano key, whereas a slow setting makes it sound like bowing a violin string.
• Decay slider: Make the harmonic, or bright, portion of the sound sustain for a longer
time at slow values. Faster values move to the Sustain level more quickly.
• Sustain slider: Determine the level of the sound after the Attack or Decay phase
has completed.
• Release slider: Determine the time it takes for notes to fade out after you let go of the
keys on your keyboard.
Important facts about synthesizers are discussed and explained, including the differences
between analog, digital, and virtual analog synthesizers. You will also be introduced to
the major synthesizer terms as you learn about the basic workings of these hardware- or
software-based devices.
This appendix is not a detailed, scientific treatise on the inner workings and mathematical
theories of synthesis. It is a basic guide to what you need to know, including some extras
that are useful to know.
Experiment with the ES1, ES2, and other instruments while you read. Seeing and using the
parameters and other elements that are discussed will help you understand the conceptual
and practical aspects of synthesizers. See Instruments introduction.
Sound basics
The figure above shows an oscillogram—a graphical representation—of a sine wave, the
simplest and purest kind of waveform.
If the vibrations do not follow a discernible pattern, the sound is called noise.
The waveforms of all sounds, apart from a basic sine wave, consist of the fundamental tone
and many other tones of different frequencies.
Non-fundamental tones that are whole-number multiples of the fundamental tone are
known as overtones or harmonics. A tone with a frequency that is a fraction of the
fundamental tone is referred to as a subharmonic.
• The fundamental tone is referred to as the first harmonic. This is generally louder than
the other harmonics.
• A tone played at twice the frequency of the first harmonic is called the
second harmonic.
• A tone played at four times the frequency of the first harmonic is called the fourth
harmonic, and so on.
Each of these harmonics has a timbral quality that is different from that of the fundamental
tone. In general, harmonics that can be multiplied or divided by a whole number, such as
octaves, odd-numbered or even-numbered harmonics, and so on, sound more “musical.”
Tones that cannot be multiplied or divided by a whole number are known as inharmonic
overtones, or partial tones. When you combine a number of these inharmonic overtones,
it tends to sound “noisy.”
The frequency spectrum shows all individual sonic elements in a sound. It is shown low
to high and runs from left to right over time. The respective levels of all harmonics are
reflected vertically, with taller spikes indicating higher levels.
The illustration shows the level and frequency relationships between the fundamental tone
and the harmonics at a particular moment in time. These relationships constantly change
over time, which results in continuous changes to the frequency spectrum and, therefore,
changes to the sound.
• Amplitude: The amplitude of a waveform indicates the amount of air pressure change. It
can be measured as the maximum vertical distance from zero air pressure, or “silence”
(shown as a horizontal line at 0 dB in the illustration). Put another way, amplitude is the
distance between the horizontal axis and the top of the waveform peak, or the bottom
of the waveform trough.
• Period: The wave period is the amount of time it takes to complete one full revolution of
a waveform cycle. The higher and faster the frequency, the shorter the wave period.
• Phase: Phase compares the timing between waveforms and is measured in degrees—
from 0 to 360.
When two waveforms begin at the same time, they are said to be in phase or phase-
aligned. When a waveform is slightly delayed in comparison to another waveform, the
waveforms are said to be out of phase.
Note: It is difficult to discern a constant phase difference over the entire wave period,
but if the phase of one of the waveforms changes over time, it becomes audible. This
is what happens in common audio effects such as flanging and phase shifting.
When you play two otherwise identical sounds out of phase, some frequency
components—harmonics—can cancel each other out, thereby producing silence in those
areas. This is known as phase cancelation, and it occurs where the same frequencies
intersect at the same level.
Synthesizer fundamentals
Sound synthesis is the electronic production of sounds—starting from basic properties
such as sine tones and other simple waves.
Synthesizers are so named because they can emulate, or synthesize, a wide variety of
sounds—such as the sound of another instrument, a voice, a helicopter, a car, or a barking
dog. Synthesizers can also produce sounds that don’t occur in the natural world. The
ability to generate tones that cannot be created in any other way makes the synthesizer a
unique musical tool.
The simplest form of synthesizer would be a basic sine wave generator that provided little
or no control over pitch. Such a synthesizer would not be able to synthesize anything
except a sine wave. Combining multiple sine generators with pitch control, however, can
produce interesting and useful tones.
Sculpting the fundamental tone and related harmonics into another sound is achieved
by routing the signal from one component, also known as a module, to another in the
synthesizer. Each module performs a different job that affects the source signal.
For a discussion of synthesizer components and their interaction with each other to control
and shape sound, see How subtractive synthesizers work.
• Digital: In a digital synthesizer, the signal flow is digital. Binary descriptions of the
signal—a string of zeros and ones—are fed from one algorithm to another.
• Hybrid analog and digital synthesizers: Some synthesizer designs feature digital
oscillators that generate signals—using binary descriptions of waveforms. The digital
oscillator signal is then sent to analog filters and amplifiers. The main advantage of this
approach is that digital oscillators don’t drift in pitch, which is a common problem in
analog oscillators.
• Virtual analog: A virtual analog synthesizer is a digital synthesizer that mimics the
architecture, features, and peculiarities of an analog synthesizer. The behaviors and
functions of the oscillators, filters, and other modules that you would find in an analog
synthesizer are emulated by computer algorithms.
ES1 is a virtual analog synthesizer. Its virtual signal flow is that of a typical analog
synthesizer, but all components and signal processing—the virtual oscillators, filters, and
so on—are calculated by the central processing unit (CPU) of your computer.
ES1 emulates some of the idiosyncrasies of particular analog circuits—in cases where
they tend to sound nice—such as high oscillator levels overdriving the filter. Other analog
synthesizer phenomena, such as slowly drifting out of tune (as the instrument heats up),
are not simulated. See ES1 overview.
Virtual analog synthesizers have other advantages over their analog counterparts as
well. They are programmable, which means that you can save sound settings; they can
be automated, so you can record and play back fader and knob movements; and they are
often multi-timbral, which allows you to play different sounds at the same time, on different
instrument channels. Aspects such as polyphony—the ability to play multiple notes—and
velocity sensitivity are found in most virtual analog synthesizers but in very few analog
instruments.
Subtractive synthesizers
In essence, this is how subtractive synthesis works. You filter, or cut away, parts of the
sound that you don’t want to hear. In other words, you subtract parts of the frequency
spectrum, consisting of the fundamental tone and associated harmonics.
The distinctive timbre, intonation, and volume characteristics of a real instrument can
theoretically be recreated by combining these components in a way that resembles the
natural behavior of the instrument you are trying to emulate.
The true strength of subtractive synthesizers is that they offer a unique sound palette of
their own.
• Filter section: Used to alter the basic signal by filtering out (removing) portions of the
frequency spectrum. Many synthesizers have a single filter that is applied universally to
all oscillator signals. Multioscillator synthesizers can provide multiple filters, allowing
each oscillator signal to be filtered in a different way. See Filters overview.
• Amplifier section: Used to control the level of the signal over time. The amplifier has a
module known as an envelope, which is divided into several elements that provide level
control for the beginning, middle, and end portions of your sound. Simple synthesizers
generally have a single envelope, which is used to control the oscillator (and filter)
over time. More complex synthesizers can provide multiple envelopes. See Amplifier
envelope overview.
• Global controls: Set the overall characteristics of your synthesizer sound, such as
tuning, glides between notes, pitch bends, and monophonic or polyphonic playback.
See Global controls.
Oscillators
The audio signal of a synthesizer is generated by the oscillator. You can choose from a
selection of waveforms that contain various types and amounts of harmonics. The level
relationships between the fundamental tone and the harmonics of the chosen waveform are
responsible for the basic sound color or timbre.
Waveform types
• Sine wave: Clean and clear-sounding, a sine wave contains only the first harmonic; in
other words, it is the fundamental tone. The sine wave, used alone, can create “pure”
sounds like whistles, the sound of wet fingers on the rim of a glass, tuning forks, and so
on.
• Square and pulse waves: Hollow and woody-sounding, a square wave can contain a
wide range of odd harmonics, as well as the fundamental tone. It is useful for creating
reed instruments, pads, and basses. It can also be used to emulate kick drums, congas,
tom-toms, and other percussive instruments—often when blended with another
oscillator waveform, such as noise.
The square wave can be reshaped to make the waveform cycles, or pulses, more
rectangular, by using a pulse width modulation (PWM) control. The more rectangular
the wave becomes, the more nasal it sounds. When modulated in this way, the square
wave is known as a pulse wave, and contains fewer harmonics. It can be used for reeds,
basses, and brass sounds.
• Triangle wave: A triangle wave contains only odd harmonics, as well as the fundamental
tone. The higher harmonics of the triangle wave roll off faster than those of a square
wave, making the triangle wave sound softer. It is ideal for creating flute sounds, pads,
and vocal “oohs.”
• White noise: The most common noise waveform found on synthesizers. White noise
contains all frequencies—at full level—around a center frequency.
• Pink and red noise: These noise colors also contain all frequencies, but they are not
at full level across the frequency spectrum. Pink noise decreases the level of higher
frequencies by 3 dB per octave. Red noise decreases the level by 6 dB per octave.
• Blue noise: Blue noise is inverse pink noise, and increases the level of all frequencies
in higher octaves by 3 dB.
You can deform the basic waveforms to create new waveforms, which results in a different
timbre, or tonal color, thus expanding the palette of sounds you can create.
There are many ways to reshape a waveform, the most common of which is changing
the pulse width of a square wave. Other ways include changing the phase angle,
moving the start point of a waveform cycle, or combining multiple waveforms in
multioscillator synthesizers.
When waveforms are reshaped in these and other ways, the relationships between the
fundamental tone and other harmonics change, thus altering the frequency spectrum
and the basic sound being produced.
Filters overview
The purpose of the filter in a subtractive synthesizer is to remove portions of the signal—
the frequency spectrum—sent from the oscillators. After filtering, a brilliant-sounding
sawtooth wave can become a smooth, warm sound without sharp treble.
The filter sections of most subtractive synthesizers contain two primary controls known
as cutoff frequency—often abbreviated to cutoff—and resonance. Other common filter
parameters are drive and slope. The filter section of most synthesizers can be modulated
by envelopes, LFOs, the keyboard, or other controls such as the modulation wheel. See
Modulation overview.
• Highpass filter: High frequencies are passed; low frequencies are attenuated.
• Lowpass filter: Low frequencies are passed; high frequencies are attenuated.
• Band reject filter: Only frequencies within a frequency band are attenuated. This filter
type is also known as a notch filter.
• Allpass filter: All frequencies in the spectrum are passed, but the phase of the output
is modified.
The figure below shows a sawtooth wave. The filter is open, with cutoff set to its maximum
value. In other words, this waveform is unfiltered.
The figure below shows a sawtooth wave with the filter cutoff near a 50% value. This filter
setting results in suppression of the higher frequencies and a rounding of the edges of the
sawtooth waveform, making it resemble a sine wave. This setting makes the sound softer
and less “brassy.”
This example illustrates how using a filter to cut away portions of the frequency spectrum
alters the waveform shape, thus changing the timbre of the sound.
The figure below shows an ES1 sawtooth wave with a high resonance setting and the cutoff
frequency set to 660 Hz.
This resonant filter setting results in much brighter and harsher signals close to the cutoff
frequency. Frequencies below the cutoff point are not affected.
The result of using filter resonance is a change in the basic waveform shape and, therefore,
the timbre of the sound.
Very high filter resonance settings can cause the filter to self-oscillate, resulting in the
filter generating an audible sine wave.
Filter drive
Filter drive adds an amount of gain to the waveform as it enters the filter—an input gain
control—overdriving the filter and distorting the waveform. This waveform distortion
changes the timbre of the sound, making it harsher.
The figure shows an unfiltered sawtooth wave, with drive set to a value of 80%. Note the
wave cycles touching the floor and ceiling of the filter dynamic range.
Consider the sound of a violin, for example. The sound slowly ramps up to a peak, or
maximum, level as the bow is dragged across a string, then it is sustained for a period until
the bow is moved away from the string, at which point it cuts off abruptly.
In contrast to the violin example, hitting a snare drum with a drumstick results in a very fast
peak level with no sustain portion, then the sound immediately dies out—although there is
some decay, the time it takes to fall from the peak level.
Synthesizers emulate these sonic characteristics by providing control over different parts—
the beginning, middle, and end—of the sound level over time. This control is achieved using
a component called an envelope generator.
Note: Envelope generators are not limited to controlling signal amplitude. They can
also control the rise and fall of the filter cutoff frequency or they can modulate other
parameters. In short, envelope generators can be used as a modulation source—or as a
“remote control” for a given parameter. See Modulation overview.
The envelope generator usually features four controls—Attack, Decay, Sustain, and
Release, commonly abbreviated as ADSR.
Envelope controls
• Attack: Sets the time it takes for the signal to rise from an amplitude of 0 to 100% (full
amplitude).
• Decay: Sets the time it takes for the signal to fall from 100% amplitude to the
designated sustain level.
• Sustain: Sets the steady amplitude level produced when a key is held down.
• Release: Sets the time it takes for the sound to decay from the sustain level to an
amplitude of 0 when the key is released.
Note: If a key is released during the attack or decay stage, the sustain phase is usually
skipped. A sustain level of 0 produces a piano-like—or percussive—envelope, with no
continuous steady level, even when a key is held.
Modulation
Modulation overview
Without modulation, sounds tend to be uninteresting and fatiguing to the ear. They also
sound synthetic, rather than natural, in the absence of some type of sonic modulation.
Vibrato is a type of modulation commonly used by orchestral string players to add
animation to their instrument pitch.
To make sounds less static, you can use a range of synthesizer controls to modulate
basic sound parameters. To this end, many synthesizers, including ES1, ES2, and
Sampler, provide a modulation router. Alchemy and Sculpture provide further unique
modulation options.
You can affect modulation targets, such as oscillator pitch or filter cutoff frequency, by
using modulation sources that include the following:
• Velocity modulation: You can modulate a target in different ways with the impact of your
keyboard playing (harder or softer). The most common example of modulation controller
use is a velocity-sensitive keyboard, set to control the filter and level envelopes. The
harder you strike the notes, the louder and brighter the sound is.
• Key scaling: You can modulate a target in different ways by adjusting the position you
play on the keyboard (low or high notes). Keyscale modulation is often used to control
filter cutoff, resonance, or both; higher notes sound brighter than low notes. This
emulates the behavior of many acoustic instruments.
• Controls: You can use controls such as the modulation wheel, ribbon controllers, or
pedals attached to your keyboard. The modulation wheel is most commonly used for
pitch bends during performance.
• Automatic modulation: You can use envelope generators or LFOs to modulate signals
automatically. The most common LFO modulations are control of the pitch or level of a
sustained note, resulting in a vibrato or tremolo.
Modulation sources can be—and often are—triggered by something you’ve done, such as
playing a note on the keyboard or moving the modulation wheel.
The modulation wheel, pitch bend ribbons, foot pedals, keyboard, and other input options
are referred to as modulation controllers, MIDI controllers, or just controllers.
• You use the left column to set a modulation target that can be controlled, in amount,
with the modulation wheel of your keyboard.
• The target you select in the right column dynamically responds to keyboard velocity.
• The amount, or range, of this modulation is determined by the two arrows shown in the
sliders, Int via Whl and Int via Vel. The upper arrow determines the maximum amount of
modulation, and the lower arrow determines the minimum amount of modulation.
• LFO2 is the modulation source. The two arrows to the right of the column indicate the
modulation amount. To make the modulation more intense, vertically drag the upper
or lower arrows, or both, thereby increasing the range of the modulation amount. The
upper arrow determines the maximum amount of modulation, and the lower arrow
determines the minimum amount of modulation.
• The via control is the ModWhl. Its range is determined by the sliders to the right of the
channel. The amount of modulation is directly controlled with the modulation wheel of
your keyboard. When the modulation wheel is at the minimum setting, at the bottom of
its travel, the amount of oscillator pitch modulation is minimal, or off (no modulation).
As you move the modulation wheel upward, the frequency of all three oscillators is
directly controlled by the LFO (within the range determined by the sliders).
The most common use of envelope modulation is to control the filter cutoff and resonance
parameters with the keyboard velocity or keyboard scaling modulation sources (see
Modulation overview).
A modulation source found on nearly all synthesizers is the LFO (low frequency oscillator).
This oscillator is used only as a modulation source and does not generate any audible
signals that form part of your actual synthesizer sound, because it’s too low to be heard.
It can, however, affect the main signal by adding vibrato, filter sweeps, and so on.
• Triangle waves are useful for filter sweeps—slow changes to the filter cutoff
frequency—or when simulating an ambulance siren—slow changes to the
oscillator frequency.
• The square waveform is useful for rapid switches between two different pitches,
such as vibratos or octaving.
• Sync mode: Allows you to choose between free running—a user-defined LFO rate—or
synchronization with the MainStage project or concert tempo.
• LFO Envelopes: The LFO can also be controlled with an envelope generator in some
synthesizers. For example, imagine a sustained string section sound where vibrato is
introduced a second or two into the sustained portion of the sound. If this can happen
automatically, it allows you to keep both hands on the keyboard. Some synthesizers
include a simple LFO envelope generator for this purpose. Often, this envelope consists
only of an attack parameter—some may also include decay or release options. These
parameters perform in the same way as the amplitude envelope parameters (see Attack,
decay, sustain, and release), but they are limited to control of LFO modulations.
Global controls
Global controls affect the overall output signal of your synthesizer.
• Tune: Sets the overall pitch of your sound—typically in semitone steps. Many MainStage
instruments provide additional fine-tuning in cents; a hundredth of a semitone.
• Glide (portamento): Sets the amount of time that it takes for one note pitch to slide up
or down to another note pitch. This control is useful for emulating wind instruments that
slide from note to note, rather than move directly to another clear and distinct pitch.
• Bender/bend range: Bends the pitch—the oscillator frequency—up or down. This control
is generally hard-wired to a pitch bend wheel on a keyboard. As the name suggests,
moving the wheel up or down from its centered position bends the pitch up or down.
The Bender/Bend Range parameter usually has an upper and lower limit of one octave
but is typically set to around three semitones up or down. This setting is ideal for
emulating small (or extreme) pitch fluctuations that occur in some instruments—such as
when moving between notes with a trumpet, or bending the strings during a guitar solo.
• Voices: Sets an upper limit to the number of notes that can be played at a given time.
Producing notes simultaneously is known as the polyphony—literally, “many voices”—of
the instrument. The Voices parameter sets an upper limit to the number of notes that
can be produced simultaneously.
• Unison: Used to “stack” voices—with the unison voice being heard one octave above
the frequency of the played note. Because two voices are being used when you play
a note, unison has two effects—it makes the sound richer and fuller, and it halves
the polyphony.
• Last note priority: When new notes are triggered while all voices are playing, the
synthesizer frees up polyphony (voices) by ending the notes played earliest. This is
the default trigger mode of MainStage synthesizers when in a monophonic mode.
• First note priority: Notes played earlier are not stopped. In this mode you need to
stop playing notes in order to play a new one after you have reached the limit of the
polyphony (voices) of the instrument.
Note: The trigger mode parameter can also allow you to set priorities for lower- or higher-
pitched notes when playing monophonically (one voice at a time) in some synthesizers,
such as Alchemy.
There are many other global controls found on different synthesizer models that have an
impact on your overall sound.
Many of the methods described incorporate at least some elements of the subtractive
synthesis design. See How subtractive synthesizers work.
• Sample-based synthesis
• Additive synthesis
• Spectral synthesis
• Resynthesis
• Granular synthesis
The pitch of each sample isn’t changed with a frequency control, unlike the oscillator
waveform of a synthesizer. Rather, a sample is played back at a faster or slower speed
to alter its pitch, which has a corresponding impact on the sample playback time. For
example, a sample played back at twice the speed requires half the time to play through.
Sampler is a sample player that can be used much like a sample-based synthesizer, due
to the subtractive synthesis features that it offers. Alchemy can also be used in this way,
but adds additive and spectral resynthesis features that can result in very different sounds
than are possible with subtractive synthesis techniques. Alchemy also provides a granular
synthesis engine that offers further sample manipulation options, again extending the
potential sonic outcome. See Resynthesis and Granular synthesis.
Popular instruments that use the sample-based synthesis approach include the Korg M1,
O1/W, and Triton; the Roland JV/XP instruments; the Yamaha Motif series; and many others.
Where there is a mathematical relationship between the carrier and modulator waveforms,
the sound produced is harmonic. Where the modulator is a non-integer multiple of the
carrier waveform, inharmonic sidebands are produced, resulting in an inharmonic sound.
The EFM1 and Retro Synth FM synthesizers can produce many of the classic FM sounds
made famous by the Yamaha DX series of synthesizers. The DX7, sold from 1983 to 1986,
remains the most commercially successful professional-level hardware synthesizer ever
made. The Retro Synth FM synthesizer adds a filter section and other features to the FM
engine, opening up a much broader range of potential sounds.
ES2 also features some FM techniques that allow you to modulate one oscillator with
another. You can use these FM techniques to partially bridge the gap between the
digital sound of FM synthesis and the fat analog sound that ES2 is noted for.
To model a drum sound, for example, the following aspects need to be taken into account.
Of primary importance is the actual drum strike—how hard it is and whether the drumhead
is struck with a wooden stick, a mallet, a beater, and so on. The properties of the drumhead
(the skin or membrane) include the kind of material, its degree of stiffness, its density,
its diameter, and the way it is attached to the shell of the drum. The volume of the drum
cylinder itself, its material, and the resonance characteristics of all of the above need to be
mathematically described.
To model a violin, you need to take into account the bow against the string, the bow width
and material, the bow tension, the string material, the string density, the string tension,
the resonance and damping behavior of the strings, the transfer of string vibrations
through the bridge (materials, size, and shape of the bridge), and the materials, size,
and resonance characteristics of the violin body. Further considerations include the
environment that your modeled violin is played in and the playing style—“hammering” or
tapping with the bow as opposed to drawing it across the strings.
A single wavetable can emulate filter cutoff with a series of bright, less bright, then dull-
sounding waveforms played in sequence—which resembles a reduction of the filter cutoff
frequency in a subtractive synthesizer.
Wavetable synthesis isn’t well-suited for emulating acoustic instruments. It is noted for
producing constantly evolving sounds; harsh and metallic, or bell-like sounds; punchy
basses; and other digital tones.
Wavetable synthesis was championed by the PPG and Waldorf instruments. ES2 and
Retro Synth include a number of wavetable features. Alchemy takes this a step further
with granular synthesis which shares some aspects with wavetable synthesis. See
Granular synthesis.
Roland LA (Linear Arithmetic) synthesizers such as the D-50 work on a similar principle. In
these synthesizers, complex sampled attack phases are combined with simple sustain or
decay phases to create a sound. In essence, this is a simple wavetable that consists of two
samples.
Where LA and wavetable synthesizers differ is that the latter were designed to create
new, original, digital sounds. LA synthesizer designers, in contrast, wanted to emulate real
instruments using a minimum of memory. To achieve this goal, they combined samples of
the attack phase—the crucial part of a sound—with appropriate decay and sustain phases
that were played with filtered sawtooth or pulse waves.
Additive synthesis
Additive synthesis could be considered the reverse approach to subtractive synthesis. See
Sound basics overview, Tones, overtones, harmonics, and partials, and How subtractive
synthesizers work.
To obtain an insight into the additive synthesis method, consider the fact that all sounds
are a sum of various sine tones and harmonics.
In additive synthesis, you start out with nothing and build a sound by combining multiple
sine waves of differing levels and frequencies. As more sine waves are combined, they
begin to generate additional harmonics. In most additive synthesizers, each set of sine
waves is viewed and used much like an oscillator.
Alchemy can be used as a true additive synthesizer, where you create sounds from scratch
with sine waves, with full control of the level, pitch, and pan position of each harmonic.
Alchemy also allows you to resynthesize imported samples with additive (and spectral)
synthesis techniques. See Resynthesis.
Some aspects of the additive synthesis approach are also used in Vintage B3 and other
drawbar organs. In Vintage B3 you start with a basic tone and add harmonics to it, to
build up a richer sound. The level relationships between the fundamental tone and each
harmonic are determined by how far you pull each drawbar out. Because Vintage B3
doesn’t provide envelope control over each harmonic, it is limited to organ emulations.
Spectral synthesis
Spectral (modeling) synthesis lets you build a sound by combining multiple (sine wave)
harmonics and filtered noise signals. This synthesis method shares many underlying
principles with vocoders, but tracks peaks in the overall spectrum, rather than individual
amplitudes and frequencies in the signal.
The spectral synthesis engine in Alchemy can be used to create sounds from scratch, by
drawing or painting in the spectral edit window. You can also import and convert an image
file into a spectrogram (an image of the frequency spectrum) in the spectral edit window.
You can then edit this converted image with the drawing and painting tools. Alchemy
analyzes the spectrogram and replaces peaks and percussive components with sine
harmonics and filtered noise elements to create a sound.
Alchemy can also break imported samples down into “spectral bins,” with each bin storing
the amplitude and phase values in the given frequency band. These bins are used to
resynthesize (or reconstruct an approximation of) the original sound. See Resynthesis. In
noise mode, the amplitude values are used to generate filtered noise for each bin. In pitch
mode, the amplitude and phase values are used to synthesize a sine wave for each bin. The
signals associated with each bin are then summed and sent to other parts of the Alchemy
synthesis engine.
At a basic conceptual level, additive synthesis and spectral (modeling) synthesis are similar
in that both techniques can recreate complex sounds by adding together many simpler
signals. In practice, however, the two methods are very different. Additive resynthesis
attempts to understand the harmonic structure of an audio file and then recreates each
harmonic partial with a separate sine wave. Spectral resynthesis instead analyzes the
changing frequency spectrum of the signal and attempts to recreate these spectral
characteristics in the resynthesized signal.
An additive resynthesis system generates a series of sine waves, with appropriate pitches
and levels over time, for each harmonic. It does this by calculating the frequency and
amplitude of each harmonic in the overall frequency spectrum of the analyzed sound.
After the sound has been resynthesized in this fashion, you can adjust the frequency
and amplitude of any harmonic (sine wave). Theoretically, you could even restructure a
harmonic sound to make it inharmonic, for example.
In a spectral resynthesis system, the audible spectrum is split into a large number of
“spectral bins,” and the distribution of energy across these bins is analyzed. The sound is
recreated by filling each spectral bin with the required amount of signal, either using sine
waves or filtered noise, and the results are then summed.
The difference in approach means the two techniques are suited to different types of
sounds. Additive resynthesis excels at recreating single notes with a clear harmonic
structure. Spectral resynthesis is better suited for complex inharmonic sounds such as
drums, or polyphonic material containing chords rather than individual notes.
Alchemy can resynthesize sounds using additive or spectral methods. It can also perform
resynthesis using a combination of the two techniques, which is useful for sounds that
feature both a clear pitch component and a noisy component. Examples of such sounds
are the hammer strike of a piano and the string tone, or the breath noise of a flute and the
flute tone.
In essence, you can bend a sine wave until it becomes a sawtooth wave, a triangle wave, a
square wave, and so on. The synthesis engine beyond the waveform generators typically
follows a subtractive synthesizer design.
Several MainStage synthesizers allow you to reshape the source waveform, but you are not
restricted to sine waves as the raw material.
If each new grain is extracted from slightly further into the sample than its predecessor,
playback of the resulting stream of grains in their original sequence, at the original speed,
essentially puts the pieces of sound back together to closely resemble the source audio
material. If you play back the stream of grains at a slower speed, separation (a small gap)
occurs between grains. If you play back the stream of grains at a faster rate, each grain
overlaps with the next one.
• Time-stretching. Grains can be sent out at a faster or slower rate than their
counterparts in the original sample, allowing faster or slower playback—without the
changes to pitch that occur with traditional sample playback. You can even “freeze” a
sample at a certain position by extracting multiple grains from a single point. On this
latter point, you could repeat a drum hit “grain” multiple times in a time-stretched loop
to create a different drum pattern, for example.
• Pitch-shifting. Modifications to the pitch of each grain allow you to vary the pitch of
a sample without affecting its timing. By modulating the pitch or pan position of each
grain, you can also create spatial and “blurring” effects.
• You can also scramble the order in which grains are played back to produce effects
ranging from mild fuzziness to extreme mangling.
In Europe, Frenchman Maurice Martenot devised the monophonic Ondes Martenot in 1928.
The sound generation method of this instrument was akin to that of the Theremin, but in its
earliest incarnation it was played by pulling a wire back and forth.
In Berlin during the 1930s, Friedrich Trautwein and Oskar Sala worked on the Trautonium,
an instrument that was played by pressing a steel wire onto a bar. Depending on the
player’s preference, it enabled either infinitely variable pitches—much like a fretless
stringed instrument—or incremental pitches similar to that of a keyboard instrument. Sala
continued to develop the instrument throughout his life, an effort culminating in the two-
voice Mixturtrautonium in 1952. He scored numerous industrial films, as well as the entire
soundtrack of Alfred Hitchcock’s masterpiece The Birds, with this instrument. Although the
movie does not feature a conventional musical soundtrack, all bird calls and the sound of
beating wings heard in the movie were generated on the Mixturtrautonium.
In Canada, Hugh Le Caine began to develop his Electronic Sackbut in 1945. The design of
this monophonic instrument resembled that of a synthesizer, but it featured an enormously
expressive keyboard that responded not only to key velocity and aftertouch but also to
lateral motion.
The instruments discussed thus far were all designed to be played in real time. Relatively
early, however, people began to develop instruments that combined electronic sound
generators and sequencers. The first instrument of this kind—named the Automatically
Operating Musical Instrument of the Electric Oscillation Type—was presented by the French
duo Edouard Coupleux and Joseph Givelet in 1929. This hybrid married electronic sound
generation to a mechanically punched tape control. Its name was unofficially shortened to
Coupleux-Givelet Synthesizer by its builders, the first time a musical instrument was called
a “synthesizer.”
The term was formally introduced in 1956 with the debut of the RCA Electronic Music
Synthesizer Mark I, developed by American engineers Harry F. Olson and Herbert Belar. Its
dual-voice sound generation system consisted of 12 tuning forks, which were stimulated
electromagnetically. For its time, the instrument offered relatively sophisticated signal-
processing options. The output signal of the sound generator could be monitored by
loudspeakers and, amazingly, recorded directly onto two records. A single motor powered
both turntables and the control unit of the Mark 1. The synthesizer was controlled by
information punched onto a roll of paper tape, enabling continuous automation of pitch,
volume, timbre, and envelopes. It was extremely complicated to use, it was unreliable, and
spontaneous playing was impossible.
At the end of 1963, American innovator R. A. (Bob) Moog met the composer Herbert
Deutsch. Deutsch inspired Moog to combine a voltage-controlled oscillator and amplifier
module with a keyboard, and in 1964 the first prototype of a voltage-controlled synthesizer
was constructed. This collaboration with the German musician prompted Moog to extend
his range of modules and to combine them into entire systems. It wasn’t until 1967,
however, that Moog actually called his diverse mix-and-match systems synthesizers.
Moog’s achievements spread by word of mouth, and Moog, always keen to elicit the
feedback of his customers, continued to add further modules to his line. Wendy Carlos’s
LP release Switched-On Bach (1968) was responsible for the breakthrough of Moog’s
instruments. The record featured Moog’s modular synthesizers and was one of the earliest
commercial multitrack recordings. The album’s success introduced the synthesizer to
a wider audience and made the name “Moog” synonymous with the instrument. Hoping
to capitalize on the new sounds that synthesizers made available, and match Carlos’s
commercial success, numerous studios, producers, and musicians acquired Moog modular
synthesizers. In 1969, as many as 42 employees produced two to three complete modular
systems every week at Moog’s production facility.
Working independently, an engineer named Donald Buchla had conceived and implemented
the concept for a modular, voltage-controlled synthesizer. This coincided with Moog’s
version. Buchla also developed his first instruments in close cooperation with users.
The inspiration for his first synthesizer originated with composers Morton Subotnik and
Ramon Sender, of the San Francisco Tape Music Center. Although he began working on
this instrument in 1963, it didn’t make its public debut until 1966. By design, Buchla’s
instruments catered primarily to academia and avant-garde musicians, so they never
garnered the public attention and acclaim of Moog’s synthesizers.
The Minimoog
Moog and Buchla’s voltage-controlled synthesizers were modular. One chassis, or several,
housed the power supply and the actual modules. The inputs and outputs of the modules
had to be interconnected via a confusing tangle of patch cords before the synthesizer
would make a sound. Establishing these connections properly was an art unto itself, and
obtaining useful settings on the modules required significant expertise.
Moog realized that these modular synthesizers were too complex and expensive for the
average musician and were likely to fail if sold through traditional music retailers. In 1969,
Moog collaborated with engineers Jim Scott, Bill Hemsath, and Chad Hunt to design a
compact, portable, affordable, and easy-to-use synthesizer. After three prototypes were
built, the Minimoog Model D was released in the summer of 1970.
The first synthesizer featuring storage slots implemented in this manner was the 1975
Yamaha GX1. The control elements for the system’s storage slots were so small that they
could be adjusted only by using jeweler’s screwdrivers and complicated tools—called
programmers and comparators.
Digital synthesizers
Modern digital synthesizers featuring variable polyphony, memory, and completely digital
sound generation systems follow a semi-polyphonic approach. The number of voices that
these instruments are able to generate, however, no longer depends on the number of
built-in monophonic synthesizers. Rather, polyphony depends entirely on the performance
capability of the computers that power them.
The rapid developments in the digital world are best illustrated by the following example.
The first program that emulated sound generation entirely by means of a computer was
Music I, authored by the American programmer Max Mathew. Invented in 1957, it ran on a
university mainframe, an exorbitantly expensive IBM 704. Its sole claim to fame was that it
could compute a triangle wave, although doing it in real time was beyond its capabilities.
This lack of capacity for real-time performance is the reason why early digital technology
was used solely for control and storage purposes in commercial synthesizers. Digital
control circuitry debuted in 1971 in the form of the digital sequencer found in the Synthi
100 modular synthesizer—in all other respects an analog synthesizer—from the English
company EMS. Priced out of reach of all but the wealthiest musicians, the Synthi 100
sequencer featured a total of 256 events.
The Synclavier, introduced in 1976 by New England Digital Corporation (NED), was the
first synthesizer with completely digital sound generation. Instruments like the Synclavier
were based on specialized processors that had to be developed by the manufacturers
themselves. This development cost made the Synclavier an investment that few
could afford.
The sound card (or built-in audio hardware) is needed these days only for audio input
and output. The actual process of sound generation, effects processing, recording, and
sequencing is performed by your computer’s CPU—using the MainStage software and
instrument collection.
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