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Apple MainStage 3 Instruments - MainStage 3 Instruments

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Create basic sounds in Sculpture<br />

Basic sound programming overview<br />

This section covers the creation of basic types of sounds, such as organs, basses, guitars, and<br />

so on. See Acoustic instrument programming examples, Stringed instrument programming<br />

examples, and Classic synthesizer programming examples.<br />

For a detailed look at programming particular types of sounds, see Electric bass programming<br />

overview on page 305 and Synthetic sound programming overview on page 323.<br />

The idea here is to provide you with a starting point for your own experiments and to introduce<br />

you to different approaches for tone creation with Sculpture. As you become more familiar with<br />

Sculpture and component modeling, you’ll find that there are many ways to achieve an end<br />

result. In other words, each component of the sound can be modeled using different techniques<br />

and parameters. This flexible approach allows you to create a brass sound, for example, in several<br />

ways—using the Waveshaper as a major tonal element in one sound or the filter and Body EQ to<br />

emulate the same sonic component in another sound.<br />

It is helpful to have a good understanding of the physical properties of the instrument you are<br />

trying to emulate. Although you can do some research on the Internet to obtain this type of<br />

specialized knowledge, for most sound creation tasks you can follow the general approach set<br />

forth below.<br />

••<br />

How is the sound of the instrument created?<br />

••<br />

Is it a string that is vibrating and resonating in a box (such as a guitar or violin)?<br />

••<br />

Is it a column of air that is vibrating in a tube (a flute or trumpet)?<br />

••<br />

Is it a solid object that is struck, causing vibration (a woodblock)?<br />

••<br />

Is it a hollow object that is struck, causing vibration or resonance (a drum or bell)?<br />

••<br />

What is the instrument made of?<br />

When you answer this question, don’t just consider the body of the instrument. Take into<br />

account the string material—nylon or steel on a guitar, or perhaps the thickness and material<br />

of the reed in a clarinet or oboe, or a mute in a trumpet.<br />

••<br />

Is the instrument polyphonic or monophonic?<br />

This is a significant factor and relates to the next question about how the instrument is played.<br />

Some differences between monophonic and polyphonic instruments are obvious, such as the<br />

inability to play chords on a flute. A more subtle difference involves the way a modeled string<br />

will interact with any currently active string. This, of course, can’t happen in a flute, which is<br />

strictly a one-note instrument.<br />

••<br />

How is the instrument played?<br />

Is it bowed, blown, struck, or plucked?<br />

••<br />

Are there other elements that form part of the instrument sound?<br />

••<br />

Changes in lip pressure and mouth position with brass and wind instruments<br />

••<br />

Breath or mechanical noises<br />

••<br />

Momentary pitch changes—for example, when fingers are pressed into a fretboard, or when<br />

a string is plucked<br />

••<br />

Momentary tonal or level changes—such as when brass players are running out of breath,<br />

or fluttering the valves<br />

After you mentally, or physically, construct a list of properties, try to emulate each component<br />

that contributes to the sound’s character. This is what component modeling is all about.<br />

Chapter 13 Sculpture 295

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