1 - All Sections
1 - All Sections
keyboard shortcuts
Toggle Cycle C
Toggle Metronome K
(Click)
Tool Bar
Help
Track
Header Workspace
Place for:
Area List Editor
Library
Inspector
Note Pads
Loop Browser
Place for:
File Browser
Smart Controls
Mixer
Editor Windows
The Tool Menu can be found in the top center of the workspace.
By default you are able to select one tool as the left click tool and another as the ⌘ + left click tool
In the settings under General → Editing → Right Mouse Button you can set
Now you will see 3 Tool Menus in the top center of the workspace!
For each of these 2 or 3 Tool Menus in the workspace you have the same selection of tools.
This differs for different types of editor windows (Notation, Audio File, Piano Roll, Pattern…)
The left click tool setting can be accessed more quickly with “T”.
The Tool Bar can be opened with the command ⌃⌥⌘ T and features a lot of functions as clickable
buttons that are usually used with keyboard shortcuts!
This is great for people who don’t like to remember the respective shortcuts!
The snap pop-up menu can be found right next to the tool drop-down menu and lets you
define the nearest grid position regions will snap to when moving them.
The drag pop-up menu can be found right next to the snap pop-up menu and lets you
define how regions behave when dragging them to overlapping positions.
Here is an overview over the 5 options offered in the drag pop-up menu:
1. 2. 3. 4. 5.
When adding a new track (⌥⌘ N) there are 4 track types you can add:
MIDI (Musical Instrument Digital Interface) regions can be placed on MIDI tracks, pattern tracks and
drummer tracks!
4. Start the playback, play in MIDI data, stop the playback, then hit “⇧R” to capture as recording
To edit the content of a MIDI Region you will have to open up the Editor with “E”.
Select Muted ⇧M
Editing Note End (length)
Select Highest Notes ⇧↑
Double Note Length ⌃⌥⌘ .
Select Lowest Notes ⇧↓
Halve Note Length ⌃⌥⌘ ,
Select All Notes Of A Left-click on
Speci c Pitch the Piano or Note Start To Playhead ⌘Ö
⇧E
Note End To Playhead ⌘Ä
Select All Notes Inside ⇧L
Locators Force Legato ⇧Ü
fi
MIDI Regions and Tracks
Section 2
Now let’s get into the more advanced functions in the piano roll editor!
Quantization
moves every Note to the nearest position on a defined grid.
To define the grid, open top the local inspector (⌥⇧ I) and select a grid for either..
1. time quantization
(You can also apply swing here)
Or….
2. scale quantization
To apply the quantization, first select all notes you want to quantise and then simply click the Q button
or use the shortcut “Q”
Time Handles
allow you to freely create timing adjustments by stretching or compressing selected notes in the region.
Pattern regions can be added on MIDI tracks, Pattern tracks and Drummer tracks.
To edit the content of a Pattern Region you will have to open up the Editor (Step Sequencer).
In the Step Sequencer you have rows (spread vertically) and steps (spread horizontally).
The settings for each Step, Row or the whole Pattern can be found in the local inspector (⇧⌥ I)
Apart from turning a Step on or off there are also other parameters that you can specifically set
for each individual step.
Pattern regions have a maximum length of 64 steps (unlike MIDI Regions that are basically unlimited).
Drummer Regions and Tracks
Section 2
Drummer regions can be added on MIDI tracks, Pattern tracks and Drummer tracks!
To edit the content of a Drummer Region you will have to open up the Editor (Drummer).
The Drummer editor offers you abstract controls for playful procedural MIDI data generation
specifically designed for drums!
Since Logic Version 11.1 the Drummer has become one of 3 “Session Player” Instruments!
5. Hit “R” when having an audio track selected to record an Audio File inside of Logic
Here is an overview over different audio file types sorted by compatibility with logic:
Waveform Audio File Format (.wav) Free Lossless Audio Codec (. ac)
OPUS (.opus)
When editing Audio regions with Flex (next page) we leave the original file untouched!
To edit an Audio Region you will have to open up the Editor (Track).
In here you can edit your audio region with Flex (⌘ F to Show / Hide Flex).
These Modes allow you to independently transpose and stretch audio files
In the Flex Pitch Editor we have 6 Parameters for each detected Note to edit separately:
The Flex pitch data can be converted into a MIDI File by clicking on the “Edit” drop-down menu
in the top left corner of the audio editor (Track) and then selecting:
Audio Regions and Tracks
Section 2
To edit an Audio file you will have to open up the Editor (File).
This destructively edits the actual file on your computer!
Left click and drag over the Ruler to scrub through the Audio file like a DJ.
Left click and drag over the waveform to select a part of the audio file
In the top left corner of the file Editor (File) you will find 4 drop down menus:
The Audio File drop-down menu gives you options for backups,
transient detection, file Info management and more.
Further down you get options for audio file navigation (Go to)
and automated selection options. (Set)
Snap Edits to zero crossing will move every start or end of a selection
to the nearest zero crossing in the audio file.
Audio Regions and Tracks
Section 2
The Functions drop-down menu offers many well known audio file
editing functions like normalisation, gain change, reverse, invert…
Any function selected here will be applied to the selected part of the
audio file!
The Time and Pitch Machine is a window where you can precisely
set the desired Transposition and Tempo change.
The View drop-down menu offers you options for what you see in the audio file editor:
You can Enter Transient Editing Mode which you can also do
by hitting the button right next to the view drop-down menu.
With this mode you can fine tune the detected transients for
your audio file.
Audio Regions and Tracks
Section 2
The available tools in the audio file editor are not the same as the tools in the workspace!
Even though some of the tools also exist in the workspace tool menu, they have different functions
in the audio file editor!
Make a selection of samples in your audio file (⇧ left-click to extend the selection)
Move the selection of samples in your audio file (quick access: ⌥ left-click)
To play back and loop specific parts of your audio file in the file editor there are buttons right next
to the tool menu:
Cycle Selection (⌃ C)
Region Conversion
Section 2
only if:
- max. 4 Bars
- simple data
⌃⌥⌘M
only if:
- max. 4 Bars
- simple data
In addition to that you can convert the Flex Pitch data from the analysis of dry monophonic
material to MIDI by selecting “Create MIDI Track from Flex Pitch Data” in the “Edit” drop-
down menu in the audio region region editor!
The 4 Methods of Tempo Analysis
Section 2
To analyse the tempo of a recording there are 4 methods you can choose from in Logic Pro!
Smart Tempo
The Smart Tempo editor is always the third Pane in the Audio or MIDI Region editor
Audio regions are automatically analysed, MIDI has to be analysed first to work with Smart Tempo
When MIDI has been analysed, Smart Tempo sets up an independent grid with
downbeats and divisions that you can tweak manually in 5 ways:
This way you can create tempo information manually which is directly associated with the region.
To show the tempo information select “Show Tempo Curve Overlay” from the
“View” drop-down menu.
The 4 Methods of Tempo Analysis
Section 2
The second option goes hand in hand with Smart Tempo, because it it using the same algorithm
and is called:
With the Free Tempo Recording button you can record and immediately after stopping
the recording select one of the following options for what should happen to the automatically analysed
tempo information of the recording!
If you don’t see the button make sure to right click on the display at the top to
“Customize Control Bar and Display”
The 4 Methods of Tempo Analysis
Section 2
The third option can be accessed through the global tracks (G) and is called:
Beat Mapping
You can enable beat mapping by pressing ⌥ G to configure the global tracks and selecting it from
the menu there. The quick access command is: ⇧⌘ B
After that, drag the subdivisions from the ruler of the beat mapping..
The shortcut to create a track stack when having the desired tracks selected is
⇧⌘ D
Folder Stacks offer Mute, Solo and Summing Stacks offer the same
Volume control over the Stack. channel strip options as a Bus
You can not process the sound in channel strip. In fact Logic
the track stack at all! automatically sets up a Bus input
assignment for the summing stack
This type of stack is only for track and respective output
visually tidying up the project! assignments for any tracks within
the summing stack.
Take Folders are closely related to Track Alternatives! Even so much so that you can
convert one thing into the other.
To “Pack a Take Folder” select all regions you want to pack into it and hit “⌃⌥⌘ F”
Alternatively: select all your regions, right click and go to “Folder → “Pack Take Folder”
In the top left corner of the Take Folder there are two buttons
The one on the left opens up the take folder. You can now (by clicking on it) select which
take you want to use as the actual region on the track!
The one on the right opens the Take Folder pop-up menu which contains functions to
work further with the content of the take folder
1.
2. 3.
Tick the box for “Varispeed” inside of the right click menu of the LCD
Varispeed lets you speed up or slow down your project by a defined percentage:
This is typically used to slow down the project while recording so that afterwards you
can speed the project playback back up. This makes it sound like you can play faster
than you actually can!
Track groups allow you to treat multiple tracks like they are the same track.
To assign tracks to groups open the mixer (X) and left click on the Group Slot
Here you can switch your assigned groups on or off, hide them or
rename them.
Even the Track Zoom and the Track Color can be choosen here!
MIDI FX
Section 2
They convert a MIDI input into a MIDI output, just like an Audio FX plugin converts an
audio input into an audio output.
Lets you create an Lets you create a Lets you reassign MIDI
arpeggiated MIDI output polyphonic MIDI output events from one MIDI CC to
on the basis of a legato (Chords) an the basis of a a different MIDI CC. It also
MIDI input monophonic MIDI input lets you add to the input
(Notes) value and scale the input
value.
Lets you add an LFO or an Lets you create 0 - 99 Lets you map, offset, and
Envelope Modulator to a repeats of the input MIDI randomise a specific MIDI
specific MIDI Parameter. notes, offset by a defined Parameter input to a
time value, transposed mutilated output.
from the copy before by a
defined transposition value
and played at different
ascending or descending
velocity values.
Lets you write a custom Lets you transpose and Lets you work with velocity
Java script to create your scale quantise the notes on like a compressor works
own MIDI FX plug-in! the MIDI input. with audio.
If you want to code your own MIDI FX plug-in, but you don’t know how to code in
Java, thats no problem!
So you don’t need to learn Java to work with the Scripter plug-in!
With automation you can change any MIDI parameter over time.
Touch - overwrite existing automation, let go to snap back to existing automation points
Latch - overwrite existing automation, parameter value replaces existing until playback stops
Write - overwrites all parameter values without touching them! (Warning message)
R-Touch - Touch mode for relative automation (only for Volume and Pan)
T-Touch - Touch mode for adding secondary motion data to a preexisting automation
R-Latch - Latch mode for relative automation (only for Volume and Pan)
T-Latch - Latch mode for adding secondary motion data to a preexisting automation
R-Write - Write mode for relative automation (only for Volume and Pan)
keyboard shortcut: A
In Logic Pro there are 2 types of automation data that you can work with!
1. Region automation
2. Track automation
Region automation takes priority over track automation and will always be moved and stretched
together with the associated region!
Automation Settings ⌥A
MIDI, Pattern, Drummer, Audio, Bus tracks and the Stereo Output track all have 16 Audio FX slots
through which they can be processed.
There are 14 stock Audio FX categories and also the “Audio Units” category where you will find all
the installed third party plug-ins.
The Sample Delay plug-in lets you offset the left, the right
or both channels at the same time by a specific time value
which can be set in samples or milliseconds.
You can use the “Side Chain” input to control the compression with
the dynamic information from a different track. This is typically used
to compress bass sounds when a kick is playing to mix the low end
properly. The name for this technique is “Side Chain Compression”.
The Logic stock Compressor features 7 modes that (apart from the
Platinum Digital) all emulate a different analog compressor:
Studio FET (Field Effect Transistor) - UREI/Universal Audio 1176 Rev E “Blackface” Compressor
The Spectral Gate plug-in splits the signal into very narrow
alternating bands that are either enabled or disabled on
the output. It creates a sound that almost sounds like the
reduction in sound quality that you get from audio
compression algorithms and is only very rarely used.
Audio FX
Section 3
The BPM Counter helps you detect the beats per minute of an input
signal. This is great especially for detecting the BPM of audio regions
that have a stable tempo (such as songs or loops). The :2 and x2
buttons can help you quickly calculate double of halftime.
The Correlation Meter shows you the stereo correlation and is only
available in the plug-in list with a stereo input!
The Level Meter plug-in lets you analyse Peak, True Peak, RMS and
combinations of the three. RMS stands for “Root Mean Square” and is
considered the most basic measurement for the average volume. These
measurements are not nearly as important as the..
This plug-in allows you to measure the Loudness Units Full Scale
(LUFS) which measures the average volume while using an
approximation of the human hearing sensitivity curve (K-Weighting) in
its calculation!
The plug-in features 3 measurements:
M (momentary) measures the loudness over a time span of 400 ms
S (short term) measures the loudness over a time span of 3 seconds
I (integrated) measures the loudness over a freely definable time span
This is what the Start and Reset Buttons are used for!
The MultiMeter offers a one for all solution for measuring the spectral
shape, Peaks, Loudness, Stereo Correlation and Stereo Field. The
Stereo Field can be viewed in the Goniometer Window.
Logic’s Tuner can be used to tune instruments and is known for being
a pain in the butt.
It can be quickly accessed in the control bar.
It now analyses the audio input, so you don’t have to insert it on a track
as a plug-in!
Audio FX
Section 3
The Chorus plug-in creates a copy of the input signal and modulates it’s pitch
with an LFO. The D-Mode button enables an emulation of the Roland
Dimension D a classic analog chorus plug-in. When enabling the D-Mode
button, it widens the stereo field and enhances the high frequency range.
The Ensemble plug-in creates multiple delayed copies of the input signal, each
with slight pitch and timing variations creating the illusion of a unison
ensemble rather than only one single voice.
The Microphaser plug-in splits the input signal, applies phase-shifting to one
path, and modulates the phase shift with an LFO.
The Modulation Delay plug-in delays the input signal and modulates the delay
time with an LFO. The effect sounds very much like a Flanger or Chorus with
additional pitch modulation to emulate analog tape machines.
The Phaser plug-in splits the input signal, applies a series of all-pass filters to
one path, and modulates the filter cutoff with an LFO.
The Scanner Vibrato plug-in delays and modulates the pitch of the input
signal using an LFO. The algorithms used here are also used in the Vintage
B3 Organ Software Instrument plug-in!
The Spreader plug-in processes the input signal by introducing slight phase
and timing differences between the left and right channels. This enhances
stereo width without altering the frequency response much.
The Chorus plug-in modulates the amplitude of the input signal using an
LFO. The LFO can be synchronized to the project or be free. The
“Symmetry” value determines the kind of curve, the “Smoothing” value
determines how smooth the curve is, the “Phase” value determines how the
right and let channel are treated in relationship to each other and the
“Offset” offsets the curve in time.
Audio FX
Section 3
The Beat Breaker plug-in has 3 Modes (Time, Repeat & Volume).
It works by mapping the timing or volume input to output and is
great fun to play around with.
You can use the “Volume” mode as a basic Side Chain plug-in!
With the Remix FX plug-in you can play around with live sound
processing like a DJ.
The look and sound are not great, but it is probably good
enough for most people to have a little fun and to mess around!
The Pitch Shifter plug-in creates a copy of the input sound and
lets you pitch it up or down typically to mix it in with the
unprocessed signal.
With the Stereo Link set to invert, it will create 2 hard panned
copies that are both tonally at an equal distance to the input.
With the “Tracking” you can measure the tonal distance between
the input signal’s pitch and a defined pitch base and apply the
measured tonal distance ranging from -100 % to 200 %!
Don’t expect them to do a good job when the input signal has
significant amounts of reverb or when it is polyphonic (multiple
notes at a time) material!
Audio FX
Section 3
And the best thing: you can use your own sampled IRs!!
With the new Logic Versions came a new reverb plug-in the
Quantec Room Simulator
This is without a doubt the best Logic stock reverb plug-in and it
comes with a huge array of great presets.
Audio FX
Section 3
The Auto Sampler is used to The Gain plug-in can be used The Test Oscillator plug-in
sample external MIDI devices. to change the gain, pan your lets you generate sine waves,
You can send MIDI messages sound or invert the phase of square waves, needle pulse
out to an external synth and one of the channels (L, R). waves, as well as white, pink,
automatically record the sound and brown noise. It can be
coming from it to use it further Inverting one of the channels used to program a sine
in Logic’s samplers. will result in a stereo sweep or set a constant
correlation of exactly -1! frequency.
Is is primarily useful for integrating external hardware effects units into your
digital workflow. It allows you to route audio signals from Logic Pro out to
external gear and then back into the Logic. The ping function in the plugin,
which is supposed to measure the roundtrip latency (how long a signal takes to
go out of logic and back inside) doesn’t work properly!
Buses
Section 4
Buses allow you to manually create your own sound signal paths.
There is a total of 256 available Buses in Logic!
In the Mixer (X) you can send the signal of your track to up to 8 Buses or set a buses the Output.
Sound is a vibration propagating through a medium (for example air) creating differences in
pressure within the medium.
When reaching a human these periodic differences in pressure cause our eardrums to vibrate which
stimulates the auditory nerves of our central nervous system which creates the sensation of sound!
But not every sound is the same! Sounds have different frequencies, amplitudes, and waveforms.
All other waveforms are all still made up of sine waves stacked on top of each other!
Whether that is a totally chaotic noise or a note of a specific waveform, all of them are made up by
sine waves stacked on top of each other.
Harmonics and Formants
Section 5
The difference between the same note played on a guitar or a piano is (apart from the
characteristics of the transient and other small differences) the Formant.
The Formant is in music often described as the “timbre” of the sound. It is used to describe the
relative volumes of the harmonics of a note.
Say you are playing an A in a low octave with a fundamental frequency of 110 Hz.
The harmonics of that note are: 220, 330, 440, 550, 660, 770, 880, 990, 1100 and so on (practically
until around 20.000 Hz because thats how far human hearing goes!).
Depending on how loud those harmonics are in relation to each other you will get a specific formant.
The only waveform in the universe that doesn’t have any harmonics is the Sine Wave because it is
what the fundamental and all harmonics are characterised by!
Here are two other often used waveforms and their formant:
The harmonic series is a very integral part of our perception of sound itself! So much so that even if
the fundamental frequency and its octaves are removed completely it still sounds like its there!
Lets analyse musically what we get when moving up the harmonic series. (When we multiply a
fundamental frequency by integers).
For those of you who don’t yet know anything about music theory it will make sense to look at the
pages: Intervals - Chord extensions first!
In the musical analysis we will detect the tonal distances (intervals) between the fundamental (1.
Harmonic) and the harmonics corrected for octaves.
Through this analysis intervals will reoccur in the harmonic series (which is why they have the same
colors in the chart)
D (+4 cents)
9. Harmonic Major Second (+ 4 cents)
A theory for how musical harmony was created is that through the first conscious perception of the
harmonic series and intervals within it humans first started singing in polyphony (more than one note
at a time) with simpler harmonic relationships, which then evolved into more complex harmonic
relationships as time moved on.
Before we move on with music theory though on the following 3 pages I want to clarify a bunch of
technical aspects you should know about when working in a DAW!
Technical Parameters and Concepts
Section 5
When making music in a DAW like Logic we are not working with unlimited resolution (obviously).
We are making a deliberate decision with regards to how high resolution our audio file should be!
DC Offset stands for “direct current offset” and describes a constant offset to a wave.
This is one of the typical undesired aspects of working with analog gear of any sort!
When trimming an audio region the probability that you will precisely hit a zero crossing is very low.
Anytime you trim an audio region at a point that isn’t a zero crossing the output of that track will
click because it snaps from the non zero crossing amplitude to zero within the time of only one
sample!
But there is a problem here as well! What If you are working in stereo (L and R channel) and they
both have zero crossings at different times?
Then this function will prioritise the left channel (top) and disregard the zero crossings on the right
channel!
To solve this problem you can use a Fade to let the audio region fade out to create a smooth
transition between the amplitude value and zero on both channels simultaneously!
Phase
Section 5
It starts at zero
Two sounds that are similar and only differ in their phase can, when added together, create
constructive or destructive interferences. This is called Phasing!
Ideally you only want to have one Bass track to make sure to not have any phasing issues.
Realistically you might find yourself in situations where you have 10+ bass layers to create the exact
bass sound you like.
To get around phasing issues nonetheless you can simply cut away the low end of any bass sound
that clashes with the main sub bass in your project.
This is not a religion, it is something to know about and to take into consideration when producing
music. A little bit of phasing, even in the low end, probably won’t kill you but it can create drastic
problems.
So be aware!
Notes and tone sets
Section 5
A Note is the smallest harmonic unit in music and is defined by one constant fundamental!
Notes are named alphabetically! After G, we reach the next octave (doubling in frequency).
Notes that are octaves apart are not the same notes (indicated by numbers: “e.g. C3”) but they share
the same chroma!
Because of the harmonic series and the intervals you will find in it! The first 11 harmonics contain
almost a whole major scale!
A musical Key is defined by a Root Note and a Mode and has a specific tone set!
The Mode that is based on the harmonic series is called Ionian (Major).
The Root note we have to pick such that we can play a Major scale with only the natural notes
(white keys) is C.
The tone set of C Major (Ionian) is A, B, C, D, E, F, G (all natural notes (white keys))
With the same tone set, if we pick A as the root note, we will get: A Minor (Aeolian)
Because A Minor and C Major share the same tone set we call them Parallels!
Every step in a major or minor scale is a tone step which can be one of two things:
The scale that we get if we play ascending Semitone steps is called the chromatic scale.
For this scale we never need to define a Root note, because regardless of the root note the tone set
(all notes) will always be the same.
White keys are called natural notes, black keys are called sharps and flats
A Semitone step is 100 cents, a Wholetone step is 200 cents but what is the name of other distances
between notes? Thats where we get into intervals!
6 600 Tritone
C Major and A Minor share the same tone set but do not share the same step pattern!
Any minor scale (Aeolian) has this Step Pattern: T, ST, T, T, ST, T
Apart from major or minor there are more Modes we can discover by playing the natural keys and
choosing any of the natural keys as root notes. This gives us 7 individual step patterns that translate
to Modes!
Phrygian (has a natural occurring diminished chord as the “dominant” chord and is hence unstable)
Locrian (Features a tritone instead of a fifth! Being “home” on a diminished chord is weird!)
Chords
Section 5
The most basic way of forming chords is to pick a Mode (e.g. C Ionian)
and to play the root, skip the next note, play the next note, skip the
next note and again play the next note.
In C Ionian, Lydian and Mixolydian you can get a C major chord that
way!
In C Phrygian you would also get minor chord but as said Phrygian
features a diminished chord as its “5-Chord” which is why its regarded
as unstable.
Instead of starting on the root note of the scale we can also start on any of the other notes in the
scale and form a chord on every one of the 7 notes of the tone set of our C major scale.
In the key of C Major these chords serve “functions” are are named accordingly.
Every chord or melody only featuring notes of the tone set of the mode is described as “Diatonic”.
Chord Extensions
Section 5
If you go on with the scheme from the last page (play a note, skip a note, play a note…) the next
naturally occurring note you will add is always a seventh.
Sevenths are a little complicated to wrap your head around because a minor Seventh is called the
“standard” or “dominant” seventh while a major seventh is always called a “major seventh”.
C Eb G Bb Cm7 C Minor
Seventh Chord
Any other note we add to our chord will be named according to its interval to the root.
To simplify the chord symbols they often only feature the highest extension used in the chord even
though all other extensions are also present in the chord!
If just the one high extension is part of the chord it is clarified with “add”!
C E G Bb D C9 C Dominant
Seventh Ninth
Chord
C E G Bb Db Cb9 C Dominant
Seventh Flat
Ninth Chord
C E G Bb D F A C13 C Dominant
Thirteenth
Chord
Apart from Major and Minor Chords which are the two main chord types there are many other chord
types with specific names. Here is an overview:
Chords, Scales and Intervals that naturally reoccur when reaching the next octave are called
“symmetrical”.
They are based on whole number divisors of the number of Semitones per octave (12) which are:
1,2,3,4 and 6.
If we use these as numbers of semitones per step we will get the list of symmetrical Chords, Scales
and Intervals:
Because all keys share the same tone set in the chromatic scale you could say there is only one!
Because half of the keys share the same whole tone scale tone set you could say there are only two
of them!
There are only three tone sets for fully diminished chords!
The name "tritone" comes from the Latin “tritonus”, which is derived from the Greek “trítonos”,
meaning "three tones." This refers to the interval's span of three whole tones (or six semitones).
Dominant Chords lead you back to the tonic chord. In C Major, a G Dominant Seventh Chord (G B D
F) will want to resole to C Major.
We can use this to create non diatonic but harmonically cohesive passing chords by using a
“secondary Dominant” as if the next chord was a tonic chord. We are tonicizing the next Chord.
Here are a few examples of the use of secondary dominant chords leading to tonicized destinations:
C → E7 → Am
C → B7 → Em
C → A7 → Dm
These Progressions all land on diatonic chords. We can also use a secondary dominant to gently
switch keys completely.
C → C#7 → F#
Instead of just using the Dominant (5) chord to get to a tonicized destination, we can also use a
“2-5-1” so the subdominant parallel (2) and the Dominant chord (5) to get to the destination.
This is typically used in jazz and in the realm of jazz notation! Here are some typical jazzy 2-5-1
progressions on the basis of the examples we looked at before:
Cmaj7 → e°7 → A7 → Dm
The “2” chords in aeolian are like the “7” chords in Ionian, diminished. This is symbolised by: °
C → G#m7 → C#7 → F#
Circle of fifths
Section 5
Chord Progressions that come from the bright side are called
“perfect” while they are called “plagal” when they come from
the dark side!
Music as an art form organises sound in time. Rhythm determines how exactly that organisation
occurs.
Most music has a constant and easily detectable tempo expressed as BPM (beats er minute).
The standard BPM in Logic is 120, making every beat 0.5 Seconds long.
Beats are organised into Bars. The typical Time signature is 4/4 (Four beats / Bar).
The Number of beats within each Bar in logic can be set freely from 1 until 96.
What happens in the space of one Beat to the next? Thats where we have Subdivisions!
The number for subdivisions always refers to how many you can evenly space into one bar.
If you have your Beats in a 4/4 Bar subdivided into 4 parts they will be called 16ths (4*4)
If you have your Beats in a 4/4 Bar subdivided into 3 parts they will be called 12ths (4*3)
If you have your Beats in a 4/4 Bar subdivided into 6 parts they will be called 24ths (4*6)
To create basic rhythm simply pick a subdivision grid (16ths, 12ths etc.) and place your musical
elements on it.
When creating drum grooves there are two terms you should know about:
This is sometimes used deceptively in song intros to make you think the beginning of the bar is at a
place it actually isn’t at. It can create pleasant surprise when the rhythmical context tells you where
the start of the next bar actually is!
Swing
Section 5
With these grids the space between the subdivisions is the same everywhere!
60 % : Quintuplet swing
It is named after the fact that if you subdivide a beat into 5 parts (Quintuplets) and take the
subdivision after 50 % thats closest to 50 % you will take 60 %.
This kind of swing is especially cool to listen to when it isn’t applied to the level of 16ths but
to the level of 8ths instead!
57 % : Septuplet Swing
55 % : Nontuplet Swing
These are typically the swing percentages used to create drunken grooves!
Polyrhythms and Polymeters
Section 5
Polyrhythms are what happens when you play all the two different subdivision grids simultaneously
at the same tempo.
A polyrhythm where a subdivision of 2 is played simultaneously with 3 is called a “two against three”
(2:3) polyrhythm!
For a 2:3 those could be: “Nice Cup of tea” or “Not Difficult”
For a 4:3 those could be: “Pass the Goddamn Butter” or “I can play this rhythm”
While polyrhythms are fun to learn they aren’t often used in music.
Polymeters are based on multiple musical elements playing on the same subdivision grid!
In this example a hi-hat plays after every 3 16ths while a kick plays after every 4 16ths.
Make sure to download Vital from vital.audio together with all the additional packs available for
download in accordance with the respective lecture in this section!
Oscillators
There are 3 oscillators in Vital! You can find them in the “Voice” Window (selectable in the top left)
Oscillators create oscillations of specific frequencies (in accordance to the MIDI input).
These oscillations can have different simple waveforms (e.g. Sawtooth (standard), Sine, Square) and
also complex waveforms or dynamically changing waveforms!
On the left side all 3 Oscillators can be independently activated or deactivated, gained up or down,
panned, pitched (by semitones or cents) and sent to filters.
In the middle waveforms can be selected and edited, and the frame (the point within the .wav file)
can be set!
Sample Oscillator
Loop Sample
Forwards and
Backwards
playback
Filters
Envelope Modulators
There are three envelope modulators in Vital. They are triggered by MIDI input, so start when a note
is played and go through the DAHDSR (Acronym for all phases of envelope curve) before returning
to 0.
The Envelope Modulator output can be set to influence any other parameter by clicking and
dragging here!
Delay:
Attack:
Determines the time it takes for the envelope to reach its maximum. This can range from 0 -10
seconds. Short attacks (0-10 ms) are used in plucky sounds, long attacks (over 10 ms) in soft sounds.
Hold:
Defines the time the envelope maximum is held. This can be set from 0 to 10 seconds as well. The
hold time can be understood as a delay before the Decay phase.
Decay:
Determines how long it takes for the sound to fall from its maximum to the sustain level. Again this
can be set to 0 - 10 seconds. For a plucky sounds this is typically 0.1 - 1 seconds long!
Sustain:
Determines at which percentage of the maximum level the envelope will stay as long as the key is
held down.
Release:
Determines the time it takes the envelope to go from the sustain level back to 0.
By default Envelope 1 is controlling the Master amplitude and the other 2 Envelopes aren’t mapped!
Sound Design in Vital
Section 6
LFO Modulators
LFO is an acronym for “Low Frequency Oscillator”. There are 4 LFOs in Vital. Each LFO outputs
values just like an envelope does but instead of only going through the cycle once it goes through it
in a loop. Also, the shape can be defined with much greater precision.
X&Y
Resolution
for the Brush
Editing Grid
Creates round edges for
otherwise hard cuts in LFO
curves
Macros
There are 4 macros in vital (on theft side of the “Voice” window)
This however will not change the name of the Macro when
you are automating it in your project. It will still be called
“Macro 1 - 4” there!
In the bottom right of the “Voices” window there are even more modulators to work with.
First there are 2 random value generators offering 4 different modes for differently shaped noise.
Note: Outputs the MIDI note number of the pressed note (C-2 - G8)
Velocity: Outputs the Velocity of the MIDI input (how hard you press the note)
Lift: outputs a static value after letting go of a note. It’s value is associated with the velocity, it’s
length is associated with the release time set in Envelope 1.
Octave Note: Outputs one of 12 MIDI note numbers (Note corrected for octaves)
Pressure: Outputs the aftertouch pressure (only with compatible MIDI hardware)
Slide: Outputs values from sliding gestures (only with compatible MIDI hardware)
Stereo: Sends different values for the L and R channel for any parameter
Random: Outputs random values every time a new note is pressed (not while you hold it)
In the bottom left corner of the plug-in window you will also find the Pitch
Wheel and Modulation Wheel which are part of any MIDI hardware.
Again you can click and drag to choose a destination for them here!
And at the very bottom of your screen you will find the keyboard. This will show
the keys pressed on an external MIDI keyboard or the internal Musical Typing
Keyboard (⌘ K) and also allow to click on keys with your mouse!
Sound Design in Vital
Section 6
Voice Settings
Any syntheziser has Voice settings. In Vital they can be found in the bottom right corner.
They control how the synth reacts to multiple notes pressed at the same time or in succession.
Voices: determines how many notes the synth can simultaneously play at maximum (default: 8). 1 will
result in a monophonic synth setting! The maximum is 32.
Bend: determines how many semitones upwards and downwards the Pitch Bend Wheel will move
the pitch of the synth. This ranges from 0 (no effect) to 48 (4 octaves).
Velocity Track: controls how much the Velocity affects the global synth amplitude. The default is the
central position (it doesn’t influence it at all). If anything you will want to set it to a positive value!
Spread: controls how by much the Unison voices are panned across the stereo field.
Octave Scale: scales the legato glide time according to the distance between the notes that glide
into each other
Legato: Transitions between the pitch of overlapping notes and prevents the retriggering of
modulators.
Sound Design in Vital
Section 6
Matrix
The Matrix can be found in its own window in the top left corner.
In here we see all the relationships of sources (Modulators) and Destinations (Parameters) that exist
within the current Vital setting. Instead of clicking and dragging modulators to their destination you
can also manually set up the relationships here.
Here is how you should understand the column captions in the Matrix:
Bipolar: toggles if the relationship between source and destination is bipolar or unipolar
Stereo: inverts the relationship on the right channel (the Left channel remains)
Amount: by how much and in what direction the source influences the destination
Destination: the parameter influenced by the source. This can also be a modulation itself!!
In this scenario the amount of Modulation 5 (LFO 1 → Voice Tune) is influenced by LFO 1 itself.
Sound Design in Vital
Section 6
Audio FX
Vital already comes with a selection of 9 Audio Effects accessible in the “Effects” Window.
They have the same functionality as any other audio effect of its type.
On / Off
You can change their order by clicking and dragging them on the left side.
In my opinion many of them sound very synthetic which is a contra argument for using them.
An obvious pro argument is that you can easily modulate parameters in these effects all within vital.
With audio effect plug-ins that come after Vital you will have to automate the parameters by hand.
Vital vs. ES2
Section 6
Many of the options in the free third party synth Vital can also be found in a Logic Stock Synth
called ES2.
3 Oscillators
Built in FX
Semitone Cents
Mod Matrix
Detune Detune Unison options
Envelopes
LFOs
The Location of the respective functions can be different, their naming can vary slightly and there
might be different differences in the details.
The basic functionality of a synthesiser however remains regardless of the exact synth we are using!
Voices
Unison
2 Filters
3 Oscillators options Built in FX
Cents
Detune
Semitone
Detune
Legato
Glide
Time
Bend
Mod Matrix
Range
LFOs Envelopes
Logic Stock Software Instruments
Section 6
Logic Pro offers 28 stock Software instrument plug-ins! With the 11.1 Update they have been sorted
into the following categories:
https://labs.spitfireaudio.com/
The Drum Machine Designer is a very specific software instrument plug-in that works unlike any
other.
It offers you a Drum Pad where you can drag and drop drum samples onto the respective buttons.
Each individual sample however is now played on a separate mixer track with a Quick Sampler.
Every time you use the DMD a folder structure with Quick Sampler tracks for each sample is created.
This way you can process every drum kit piece individually and get full control while still being able
to play the whole kit on the DMD track with just one region.
Live Loops
Section 7
Instead of going from bar to bar like we would in Record in am empty cell R / ↩︎
the workspace, we have looping “Scenes” in the
Live Loops Grid. Delete Cell ⌦
They will loop until you stop the playback or Select all Cells ⌘A
choose another scene for playback.
Select all following Cells ⇧F
For more information check out:
Cells
Tracks
↓
Scenes →
Screensets
Section 7
A Screenset is a setting for how the different windows (Browser, Inspector, Editor etc.) are set up.
Whether or not a window is opened, if its opened as a totally separate window, how big the window is,
where the window is, where in the window you have scrolled to…
To access the Screensets look for the Number “1” in the Bar the the top of your screen.
If you have created a number of screensets you can quickly change from one to the other by pressing
the respective number (1,2,3…) on your keyboard!
I forgot to mention this in the video lecture :( But now you know!
To disable that quick change function you can lock the Screenset. Now you can only change it by
manually clicking on it in the drop-down menu.
Screensets are great for organizing more complex window setups especially when you have to change
from one window setup to another one quickly.
Custom Macros with Smart Controls
Section 7
Smart Controls can be opened with “B” and offer an automatically created set of knobs that allow for
a simplified workflow to quickly tweak parameters on your channel strip.
Instead of using the automatically created set of knobs you can create your own set of knobs and
assign them to different parameters allowing you to essentially use the Smart Controls as Macro
knobs.
1. open the inspector by clicking on the button in the top left of the Smart Controls window.
1.
2.
4. 3.
2. Select a layout from the Layout pop-up menu (There are 75 to choose from!)
5.
5. In the drop down menu you add a new mapping by selecting it from the menu. Now a new
“Unmapped” Parameter Mapping should appear.
6. To choose the desired parameter the knob should be mapped to you can select it from the pop-up
menu or click on learn and then move the respective parameter slightly
6.
7.
8.
7. To tweak the parameter mapping you can manually set parameters like the “Range Minimum” or
“Range Maximum”. You can also invert the mapping and open the..
This includes: channel strips for the tracks in your project, physical inputs, the MIDI click, faders,
monitors and a lot more!
Objects are organised into Layers so that you don’t have to work in one cluttered layer containing all
objects.
To access the layers, open up the MIDI Environment Inspector with “I” then click on the pop-up menu
in the top left corner.
In this menu you can also create your own custom layers!
MIDI Environment Objects
Section 7
To add objects within the MIDI Environment click on the “New” pop-up menu.
In here you will see all the objects that can be added to the MIDI Environment.
The most often added Objects in the Environment are the Monitor, Faders and the Transformer!
MIDI Environment Objects
Section 7
The Inspector (I) shows you all the settings for your objects.
There are only two settings you will find on any object:
The “Assignable” Tickbox determines whether or not an object can be assigned to a track in the Logic
Workspace. Only objects where this tickbox is ticked will show up when reassigning a track in the
Workspace.
You can reassign tracks by right-clicking on them in the track header area!
The Inspector for a MIDI channel strip looks like this while for an audio channel strip it looks like this.
When working in the MIDI Environment things can start to get messy when adding lots of objects in
complex setups.
To align Objects open up the “Options” pop-up menu and navigate to “Clean up”
With “Align Objects” the selected objects will be moved closer together and aligned either horizontally
or vertically, depending on their former positions.
In the “Options” menu you also get options to navigate in between layers (1), work with Faders more
easily (2) and to import MIDI Environments from other projects (3)!
When selecting one of the objects you will first be asked to select the
Logic Project you want to import the Environment setup from.
Then you will be asked specifically for what you selected in the menu
before (if you selected “Layer” you have to now select the Layer you
want to import).
MIDI Environment Objects & Cables
Section 7
To connect two objects (e.g. a Fader and a channel strip) you have to click and drag from the
output of one object (you should be able to see the cable icon) and then let go over the object
you want it to be connected to!
The moment we clicked on the To add another cable to the To re-cable an output we have to
first output (1) a second one (2) same output we now have click on the respective one! This
was automatically created. to click and drag from the process can be tricky because of
second output! how small the outputs are!
↓1
↖︎2
↓1
↖︎2
To make cabling easier in the MIDI Environment there is an option in the “Options” pop-up menu
that lets you cable multiple selected objects serially.
Many of them only differ in their design and otherwise do the exact same thing which is outputting a
single 7 bit (0 - 127) value.
In the Specials subcategory you will find Faders for very special purposes. They are used to control
the Logic Interface (goto Screenset) the navigation in the Logic Project (goto Marker) Global Tracks
(Tempo) or the MIDI Environment Setup (Cable Switcher, Alias Assigner, Transform Op & Cond)
Faders are often used to create Macro-like setups in the MIDI Environment. To do so we have to gather
some knowledge of their inputs and outputs though!
Understanding bits is necessary when working in the MIDI Environment and it helps to understand
when working in MIDI in general!
The first thing you will learn is that most computers work by storing data as ones and zeros. Every bit
can store either a one and a zero (I am writing most because a new technology called “quantum
computing” now starts to make it possible for a bit to be in the two states at once!)
So with one bit, your system can be in one of two stages: either one or zero
With a 2 bit system we can be in one of 4 stages: 1,1 / 1,0 / 0,0 / 0,1
With every bit we add to our system we double the number of possible stages.
Every Fader in Logic (Pan, Volume, Reverb Wet, Filter Cutoff, Pitch Bend, Mod Wheel…) can be in one
of 128 stages.
Because we are not counting from 1 but from 0, 0 is stage number 1, 1 is stage number 2…
But, When creating a MIDI event by turning a knob, the Data Byte 2 is not the only thing that comes
through!
123 4
To be precise there 4 parameters that make up a MIDI event.
The Monitor object will show them to you for every MIDI event!
1. The Status
Tells you if the MIDI event is a note, Fader value, Meta Information (goto Marker…)
Is always 4 bit information (24 = 16) This is where the limit of audio effects on one channel strip
(15) comes from! One MIDI Channel is reserved for the Software Instrument Input, the others
can be used by each individual plug-in in the effects chain!
Can be 7 bit (128) or 15 bit (32,768). The only Output Type that features a 15 bit MIDI CC is the
“Fader” Output type. You need more than a 7 bit MIDI CC because many plug-ins have well
over 128 knobs you can tweak and the MIDI CC can be understood as an identifier number for
each knob in a plug-in.
(the exception are Fader objects with their Filter set to “14 bit” which allows for 16.384 stages
instead of 128). This is only very rarely used and hence only briefly mentioned in this course!
MIDI Environment Fader Object Settings
Section 7
The standard Faders in the MIDI Environment have the following settings:
MIDI CCs over 127 can not be transformed here! You have to work around it with Fader inputs and
outputs!
It lets you set up Conditions for the 4 Parameters, run custom Operations on them and apply the
transformation with various different Modes.
In this example we want to use the Filter Cutoff and the Oscillator Mix inside the Retro Synth plug-in
and have them both be controlled by one Fader value.
A Fader Object However only has one output with only one MIDI CC (set to 403 here)!
The usual idea here would be to plug a Transformer object in between, to set the Data Byte 1 without
any conditions to be fixed to 209 and to choose the Mode:
The Problem however is that the Transformer is limited to 7 bit. Therefore MIDI CCs over 127 are out of
reach.
Instead you can add a new Fader in between with MIDI CC 403 as the input and MIDI CC 209 as the
output like its shown here:
The Replace or Double Drum Track feature places MIDI events (Notes) in a MIDI Region on the basis
of an audio region passing a defined threshold.
You can find the function in the “Track” drop-down menu or you can use the shortcut ⌃ D instead.
In the “Drum Replacement/Doubling” window you can now set the desired Instrument.
The Instrument menu has the options: Kick, Snare, Tom or other. For Kick, Snare and Tom, the Trigger
Note is automatically selected in accordance to the standard drum kit piece MIDI mapping.
The Mode determines whether or not the original audio region should be muted after the process or
not. Replacement mutes the Region, Doubling leaves it unmuted.
The Relative Threshold determines the threshold on the basis of which (as it is written underneath)
MIDI notes will be created for transients that pass the threshold.
You can turn this value up or down and look at the generated MIDI data be changed in real time!
Not only will notes be created if their transients pass the threshold but the distance between the peak
over the threshold and the threshold is also used as a factor for the note velocity. This way the
loudness differences between different transients are part of the generated MIDI data!
Scripter MIDI Effect
Section 7
The Scripter MIDI Effect can be inserted into the MIDI FX Slot on a MIDI track, Pattern track or
Session Player track.
After insertion both the plug-in interface and the Script Editor Window open.
In the Script Editor Window you can now write Java Script to create your own MIDI FX plug-in!
And the best thing is: we can just ask an AI to write a Java Script for us!
“Write a Java Script for Logic Pro’s “Scripter” MIDI effect that allows me to transpose any of the
twelve notes independently regardless of the octave they are in!”
function HandleMIDI(event) {
if (event instanceof Note) {
var pitchClass = event.pitch % 12; // Determine the pitch class (0-11)
var transposeAmount = GetParameter(noteNames[pitchClass] + " Transpose");
event.pitch += transposeAmount; // Apply transposition
}
event.send(); // Send the modified MIDI event
}
Copy this Script with ⌘ C, select the whole content of the Script Editor with ⌘ A, the press ⌘ V, hit
“Run Script” and there you have it!
To access the Binaural Panner you have to right click on the pan knob of the track you want to use
the Binaural Panner on and select “Binaural Panner”. A new pan knob will appear. Double click on that
to open the Binaural Panner window.
Right-click Double-click
The binaural panner uses the HRTF (Head Related Transfer Function)
to pan sounds realistically in 2D (Planar) or 3D (Spherical).
This way sounds can actually sounds like they are behind you or in
front of you rather than just “in the middle” which is what you would
be limited to with a Balance or Stereo Pan!
To optimise the result of the binaural panner you can insert the
Binaural Post-Processing plug-in to choose one of 4 compensation
modes optimised for different scenarios.
Logic allows you to import one compatible movie file at a time into your project.
Depending on the movie you imported Logic might ask you one, two or all three of these questions:
Now that the movie has been imported you can start
to work with it in Logic.
fi
fi
Working with Videos in Logic
Section 7
To move the movie together with it’s audio track simply click and drag on the global “Movie” track.
If you right-click on the movie track you will see a pop-up menu with many useful functions for
moving and trimming the movie precisely!
By default the audio region can not be moved independently. The reason is the SMPTE Lock.
You can right click on the audio region and navigate to “Unlock SMPTE Position” to unlock it.
The Keyboard shortcut to unlock the SMPTE Position is shown as ⌘↑ here, but this is an error in
Logic!
The actual command is ⌘⇞. What you have to press on your keyboard to use it is: ⌘ + fn + ↑
This way you can create a new VCA, use the already
existing one or select “No VCA” to remove a VCA.
Logic’s Notation Editor can be accessed by selecting it on a MIDI Region Editor window.
To quickly open the Notation Editor you can select a MIDI Region and press “N” on the keyboard!
You will now see an automatically generated Score on the basis of the MIDI data in your MIDI Region.
To change the Staff Style you can click on the clef (by default the treble clef) and
select one from the pop-up menu. This only works in linear view!
If the desired Staff Style does not already exist, you can “open Staff Styles
Window”!
In here you can create your own custom Staff Style by clicking on the “New”
drop-down menu. Here you can for instance create a Dual Staff Style like a Short
Score!
After having created your Staff Style with your custom name you can select it
from the pop-up menu again.
Notes can be transposed and moved with the same shortcuts that
you can also use in the MIDI Region Editor.
Enharmonic Shift: # ⇧#
Enharmonic Shift: B ⇧B
Stems Up ⌃⌥ ↑
Stems Down ⌃⌥ ↓
Ties Up ⌃⌥⇧ ↑
Force Interpretation ⌃⇧ I
Defeat Interpretation ⌃I
The Tools in the Score Editor feature 3 tools that are only
available in the Score Editor! They serve very specific purposes.
To add a header text, lyrics, chord symbols, key changes, dynamic markings,
accents, articulation markings, enharmonic shifts, start and end symbols and
much more you will have to open up the Part Box. You can find it in the inspector
when having the Score Editor open.
These parts can all just be dragged from the part box into logic’s notation editor
if you are in page view (⌃ P).
When dragging them in they will always be connected to a subdivision with the
given horizontal and vertical offset you create when dragging them in. Their point
of connection is indicated by a red dotted line.
You can align multiple objects by making the relative position to their point of
connection equal. To do that, ⇧ left-click to select multiple events (lyrics,
markings or what have you) then open up the event Inspector.
At the top you will see how many events you have selected, and you will also see
their vertical and horizontal position. * indicates that they are not the same. You
can reset them by ⌥ left-clicking on the number fields which sets all of them to
0. Then you can move all of them to the desired values together. They are now
aligned.
To edit the text style for any Text (Header, Bar Numbers, Lyrics, Chord Symbols) open up the
“Functions” drop-down menu and select “Text Styles”.
Double-click Double-click to
to Edit The edit the Text Style
name
Logic’s Notation Editor
Section 7
When working in the Notation Editor, you will often encounter issues with the available space. To fix
those issues open the “Layout” pop-up menu and select Global Format (⌃⌥⇧F)
Here you will find a lot of helpful settings for the score layout.
The most often used ones are the Header Space and the Line Distance on both the score and the
part.
If you set up your Vocal Recording properly, post processing is very easy. If you don’t, it can get very
hard, even to the point where you have to rerecord it or use expensive sound restoration software to
clean up the audio.
When recording you wan to optimise the signal to noise ratio while minimising the risk of clipping.
The general consensus is that if the singer sings at about 80 % of his or her max. volume the input
volume should peak at - 6dB.
You can tweak the input volume in the System Settings under Sound → Input where you will need to
find your microphone. Here you can tweak the input volume!
My microphone is T-Bone’s SC 440 and costs around 50 €. I would not recommend anyone to buy
anything under 50 € or over 1.000 €. Those are my experiences and my opinions!
Roughly 15 - 20 centimetres (which is a distance you can remember with this gesture:
BUT! This is only the optimised distance when you are not in a problematic recording environment!
A room that doesn’t create much reverb or resonance! You want to isolate the content of the voice as
much as possible. For that in recording studios there is sound proofing, which is expensive specifically
designed foam that absorbs sound and only reflects it back in a very diffuse way.
Can I create a good recording environment out of an acoustically problematic room whilst not
spending money on soundproofing?
Yes! Just take a blanket, wrap it around yourself and the microphone and make sure it is covering all
directions. This will immediately cause a massive reduction in room resonance or room reverb on the
recording. It does look very stupid though🤣
If you don’t want to buy one you can wrap socks around the mic!
Vocal EQ & Deessing
Section 8
The goal is to cut unwanted information out of the vocal and to balance the vocal spectrally such
that any undesired characteristics are reduced and desired characteristics are enhanced!
To find the respective frequency ranges it helps to have a look at a chart like this:
You generally do not want any Rumble in your vocal, so there will always be a “low cut” in a vocal EQ!
The negatively connoted characteristic descriptions (Mud, Boxiness, Nasal, Harshness, Telephone)
describe undesired tonal characteristics that occur when the respective spectral area is too loud in
relation to the other spectral areas.
The neutral characteristic descriptions (Proximity, Presence, Sibilance, Air) describe the general tonal
characteristics of vocals in those spectral areas.
It is recommended to create separate Channel EQ instances for every frequency area you want to
tweak to keep everything organised and easy to change afterwards!
For an undesired amount of Sibilance (5k - 8k Hz) there is a vocal processing technique called
Deessing
Vocal Compression comes after spectrally shaping the vocal with an EQ and Deesser.
The different compressor models create different dynamic characteristics. The 4 most typically used
compressor models for vocals are usually described like the following:
Studio VCA - maintains a smooth and pleasant sound even with more drastic gain reduction
Vintage VCA - pleasant but dominant compression making vocals stand out in the mix
The Threshold of the compressor (regardless of the model) should be set such that on average the
gain is reduced by about 4 - 5 dB.
A Release of 20 ms - 100 ms is
suitable for most vocals.
Vocal Pitch Correction with Flex Pitch
Section 8
To work with Flex Pitch (or any other Flex algorithm) your vocal should be monophonic (only one
voice singing at a time) and dry (without any delay or reverb)!
After choosing “Flex Pitch” from the Flex Mode menu (⌘ F) you should be able to see a visual
representation of the Flex Pitch data created by the Flex Pitch analysis of your vocal.
In the Flex Pitch Editor we have 6 Parameters for each detected note to edit separately:
Some of the same commands for selecting MIDI notes also apply to the notes here in the Flex Pitch
Editor!
Invert Selection ⇧I
After making a selection of notes you can right click on one of them to show the following menu:
The Flex pitch data can be converted into a MIDI File by clicking on the “Edit” drop-down menu
in the top left corner of the audio editor (Track) and then selecting:
Vocal Pitch Correction with Audio FX plug-ins
Section 8
While Flex Pitch is the Logic stock adaptation of the industry standard “Melodyne”, the Pitch
Correction plug-in is Logic’s stock adaptation of the industry standard “Autotune”.
The Pitch Correction plug-in first detects the pitch of the input audio and then pitches it up or down
depending on where the closest note of the selected scale is. The scale can be selected by simply
left-clicking on the piano keys while in “Edit Scale” viewing mode, but also by selecting a root note
and a scale type.
How the pitch is detected, how quickly the pitch What the input is being tuned to (by default the
is corrected and how many cents it is allowed to global tuning) and also if and by how much it
be away from a note to remain untouched can should be tuned up or down after the correction
be set in the Settings part of the plug-in can be set in the Tuning part of the plug-in
interface. interface.
Bypassing a note is only rarely used and sometimes confused with taking the same note out of the
scale. It does something completely different though.
Bypassing a note means deactivating the pitch correction in the tonal area where the input pitch
would be the closest to the respective note and hence pitch corrected towards it.
Deselecting it from the scale means incoming pitches around that note will now be corrected to the
next closest note to the input pitch.
Vocoding
Section 8
To work with Logic’s stock Vocoder which is the EVOC 20 PS we first need to define what a Vocoder
actually does!
The word Vocoder is short for Voice Encoder and was initially developed by Homer Dudley in 1938.
The concept is based on a Carrier Signal, a Modulator Signal and a Filter Bank.
The Modulator signal here is the voice. This is what you select on the side chain input of the
Vocoder.
The Filter Bank splits the modulator signal up into 20 bands (hence the Number 20 in the name),
captures their volume and then applies the same changes in volume of each individual band to the
carrier signal.
You could say that something like a “proxy for the formant” of the Modulator signal is applied to the
carrier signal.
The Carrier signal is the synthesised musical sound. The “PS” in “EVOC 20 PS” stands for “Poly
Synth” and is the basis for the synthesis of the carrier signal.
Vocal Mixing
Section 8
Vocal Mixing is the process of making your vocals fit into your mix!
How exactly you mix your vocals (reverb, echo, creative fx like distortion, stereo width etc.) totally
depends on the genre and the song!
But there are some rules of thumb that apply for most vocals:
The main vocal should be central (mono) and significantly louder than any other vocals. This vocal is
also in most scenarios supposed to feel like its right in your face, and not like its far away.
Thats why the main voice should be mostly mono, pretty dry and pretty loud.
Backing vocals on the other hand can be panned to the left and right to fill out the stereo field.
They can be positioned further away from the listener in the mix by adding reverb or echo.
Backing vocals should also be equalised to sound like they are further away.
This usually involves a low cut and a high cut!
The most common goal in mixing and mastering is to make it sound clean, powerful and satisfying
and to achieve high levels of loudness!
But that is only the most common goal meaning that there are many other goals in mixing and
mastering. All of that totally depends on the style of music you are making!
Some genres of music have as part of their characteristics a certain degree of “uncleanliness and
unprofessionalism”.
Don’t use this as an excuse to make unclean sounding music though! Be honest to yourself!
Mixing is a term that describes every aspect of the music production process that deals with the
possible “clashing” of elements in your music on any level and tries to correct for it to give “every
element it’s proper place”. This involves both aspects focused on every single track and aspects that
come into play when looking at multiple tracks.
Mastering refers to the effects chain on the “Stereo Output” track (also called the “Mix Bus”) in
Logic!
Your whole mix goes through the same set of effects to enhance the desired characteristics!
The typical order of plug-ins on master chains looks like this:
On the following pages we will discuss all these concepts in greater depth!
General Info on Mixing
Section 9
If your room has no soundproofing and creates a lot of reverb and resonance then don’t mix on
speakers! Go for headphones instead, optimally high quality headphones!
The headphones I am using are specifically designed for mixing and are made by a company called
OLLO Audio.
I encountered many situations already where I couldn’t hear elements in complex pieces of music at
all on cheaper headphones that would later reveal themselves to me on my good headphones.
Auditory mixing refers to mixing related decision making based on listening to your mix whereas
visual mixing refers to looking at meters and following standard reference values.
The more experienced you are at mixing the more sense it makes to makes to rely on your ears while
you probably want to look at meters more when you are freshly starting out on your musical journey!
People who go for a lot of visual mixing sometimes forget to actually make it sound good!
A “good mix” that abides by the standard reference values of mixing (which vary from genre to
genre) can still sound terrible because of terrible creative choices!
Remember that we are not mixing to “get a clean mix” we are mixing to make the most of our
musical ideas!
This is a key idea that you should try to follow and remind yourself of as often as you can!!
Just like you remind yourself to sit up straight and not like a hunchback you should come up with a
ritual to turn down the volume on your speakers or headphones!
Just like there is a tendency to sit in a kyphosis provoking mess of a position because it relaxes your
muscles and brings you a few inches closer to the monitor, there is a tendency to turn up the volume
to a ear fatigue provoking level because it sounds much more powerful!
Psychologically loud equals better, which is also why advertisements (for example on YouTube) are
very often a good 5 dB louder than the YouTube video you have been watching.
You should use this knowledge to “lay the cards against your mix”!
If it still sounds powerful, even at low volumes, you have done a good job!
Mixing Fundamentals
Section 9
Gain Staging
This is the process of setting your input levels up correctly before you process your signal!
You don’t want to work with a clipped and hence distorted signal from the get go so make sure there
is headroom when recording audio!
EQ
Equalisation is the most common audio processing!
It creates ear fatigue very quickly because you will often have to listen to a sound up to 50
sometimes even more times in a loop to find a painful frequency area you want to dial down or to
find the right area to boost.
The quicker you find those areas that you want to tweak the less ear fatigue there will be!
Meaning again: experience is key!
Also: start broad and get more specific after laying the main shape down!
Sound Characteristics
This involves processing of dynamics, different effects and even sound design itself!
While you wouldn’t traditionally call it “mixing” it does play a huge role!
You will only get a “good mix” with good sounding elements!
Mixing is no magic wand that turns bad sounds into good sounds just because they are all mixed
well together!
Sound Synergy
This usually happens as a “happy accident” in the music creation process but is definitely something
you want to try to have happen as often as possible.
In these situations multiple sounds take on complementary roles forming a synergy greater than the
mere sum of both sounds.
Here are some examples for sound synergies that I discovered over the years as a producer:
This is where your creativity comes into play. Just mess around trying to combine sounds that
haven’t been combined before until you find a sound synergy of your own!
Mixing Fundamentals
Section 9
Volume Balance
Volume balancing is the process of tweaking the volume of your tracks in relationship to each other.
The probability that you will make really bad decisions here is very low! This is the easiest part of
mixing and also what you mostly do right from the get go when you add a new element.
Spectral Mixing
This aspect of mixing is especially important for the low end (20 - 200 Hz)!
EQ plays a huge rule in spectral mixing. You can use it to avoid clashes of elements. Cutting out any
undesired low end rumble from audio recordings or other sounds in your mix is the easy part of
spectral mixing. It is easy because the vocal is not supposed to occupy the low end (the information
we are cutting away has no reason to stay anyways).
But what if two elements like a Kick drum and a Sub Bass are supposed to occupy the same space?
Then we have to use a technique called “side-chaining” the modern version of the technically
accurate term “side-chain compression”. As the name suggests, with side chain compression you
choose the kick track as a side-chain input for all the elements that need to be reduced in volume
when the kick is playing.
To get the most clean side-chaining possible the best way is to draw region volume automation for
the volume of a bus track to which you send all tracks that have to be side-chained to the kick:
Mixing
Section 9
Stereo Mixing
This is where we move sounds in the stereo field to
make space for other elements. Two sounds
occupying the same space spectrally (e.g. a vocal
and chord synth) can be properly mixed by making
the chords more wide and the vocal more narrow.
Distance Mixing
Sound sources that are close to you in real life are
very clearly audible, loud and don’t reverberate in
the environment.
1. Compression
My favourite mastering compressor is “The Glue” by
Cytomic. You can use the demo version which is
totally free. The only downside here is that it doesn’t
save the settings you were using in the last session.
Just write them down into the Note Pad (⌥⌘ P) and
you are good to go!
2. EQ
You can use the standard Channel EQ to make small
adjustments to the overall spectral shape of your mix.
Don’t make big adjustments here! If you have to make
big adjustments, your mix is bad! Go back and fix it in
the mix instead of trying to fix it in mastering!
3. Imaging
There is a great free Imaging plug-in called
“Ozone 11 Imager” which is industry standard!
Go get it here:
https://www.izotope.com/en/products/ozone-
imager.html
5. Limiting
This is the final step of mastering!
A Limiter works by settings an output ceiling
and an input gain. When the signal gets close
to the output ceiling it will be reduced in gain
such that it doesn’t pass it!
When Measuring loudness we are not measuring peak values, but rather the average volume of our
music.
The standard average volume measurement is RMS (Root Mean Square) and can be understood as
the actual mathematical average volume of your music.
It is calculated by squaring each sample of the audio signal, calculating their averages and taking the
square root of the average.
The Problem with RMS is that it isn’t corrected for human hearing.
The correction for human hearing is called “K-Weighting”. It looks a lot like the curve for the
sensitivity of human hearing!
LUFS are essentially RMS with K-Weighting. There are other small differences for how the loudness
of stereo information is calculated but those aren’t nearly as big of a factor as the K-Weighting.
When you are mastering your song you will want to look at a Loudness Meter to get an idea of how
loud the main parts of your music sound. Optimally you will have professional reference music pieces
in the same genre to compare it to to get an idea of how loud your music should be.
Spotify measures the Integrated LUFS of your music, calculates the difference to it’s
standard LUFS value (- 14 LUFS) and gains your music up or down depending on how far
away it's integrated LUFS value is from -14 LUFS.
One side of the argument argues that this is reason enough for never mastering a song at
significantly higher LUFS values than -14 LUFS “because it will be taken down, and that is not good”
What this side of the argument tends to miss is that it is supposed to be that way!! Your song will
not feel more silent than other music pieces because it has been gained down more on Spotify, it feel
feel as loud as other music pieces on Spotify.
In addition, especially when making music that is played live (e.g. EDM in clubs) there will be no
loudness penalty so a louder song will actually feel louder, and loud = better psychologically!
Bouncing your Music
Section 9
To export your logic project click on the “Bnc” button (short for “Bounce”) or simply press ⌘ B to
open the Bounce “Output 1-2” window.
The editor windows for them all offer a set of abstract controls.
The Drummer Editor has also been updated and has more controls than before!
With the addition of harmonic Session Player Instruments a new feature had to be added to make sure
they play cohesive chord progressions and melodies that are in key when adding multiple session
player instrument tracks. For that a new Chord global track was added.
To move the whole progression or individual chords simply left-click and drag them around.
To replace the existent chord progression with one of the stander chord progressions right-click and
choose one from the menu:
To precisely edit every chord one by one, select it, right-click and choose: Create Chord or Edit Chord
Type is a Chord Symbol in here to automatically set Root Note, Chord Type, Extensions and Bass Note
Select a Root Note
Select the Chord Type
In addition every time you now select any empty slot in your mixer, like you would do usually, you will
see a search box for the kind of plug-in you can insert into the slot.
Also: you can now finally search for tracks on side chain inputs
When having big logic projects with sometimes hundreds of tracks in can get very tricky to find a
specific track in the side-chain inout section menu.
With the help of the new search feature you can now find it very easily!
These features have been awaited for a good decade and are now finally a part of Logic!
Logic Update: 11.1.2
Section 10
Speaking of plug-ins..
There is a completely new reverb plug-in in Logic called the Quantec Room Simulator which is by far
the most realistic sounding, versatile and packed full of great presets reverb plug-in in Logic!
The Quantec QRS was launched in the early 1980s and is described as a groundbreaking digital
reverb system that quickly became known for its natural and transparent sound. It avoided the
metallic artefacts common in other reverbs of its time and even today!
The Quantec YardStick is the second option inside of the plug-in and features algorithms based on
the Quantec QRS. Instead of just the Primary controls with the Quantec YardStick you get more
detailed control over the exact characteristics of the reverb with Primary, Secondary and Extended
controls.
I would highly advise to check out the presets here! You don’t want to miss out on them!
Logic Update: 11.1.2
Section 10
5. ChromaGlow
In the distortion category there is also a new plug-in for saturation and distortion.
It is praised in the Logic user community for it’s versatility and for how much better it is than all the
other stock distortion plug-ins.
Apart from the Squeeze Model which features these two styles:
In the top right you get options for bypassing the processing on the low end, the level input, output
and the mix knob for the relative volume of the wet signal.
The Low Cut and High Cut options that can be found at the bottom of ht plug-in window let you
apply a low cut or high cut filter either before the saturation (Pre) or after (Post).
The Drive knob is at the center of the plug-in for a reason. It is the most important knob of plug-in.
With this knob you get to push your input signal into the modelled analog circuitry.
When tweaking the drive to high values you will start to see a colourful graphical display on the
plug-in.
This is by no means scientifically accurate but can give you an idea of the different models and how
they add harmonics to your input.
Logic Update: 11.1.2
Section 10
Instead of removing a plug-in by left-clicking on the right third of the plug-in to open the drop-down
menu and then selecting “No Plug-in”…
…you can now just ⌘ left-click to erase the plug-in with the click of a button.
To move single tracks around in the Mixer you can simply left-click and drag them around.
With a ⇧ left-click selection you can move multiple tracks together as one bulk.
What if you select tracks in the Mixer with ⌘ left-click and have gaps in your selection?
You can now move the selected tracks together by simply left-clicking and wiggling your mouse
slightly and then letting go.
The “wiggling” is very important! If you don’t have an idea of what to do go and watch:
Section 10 - Logic 11.1 - What’s New - 8:51
Logic Update: 11.1.2
Section 10
To show them in the LCD click on the LCD drop-down menu and select “Customize Control Bar and
Display”.
After that select Custom from the Display drop-down menu. You can now tick the box for Sample
Rate / Buffer Size.
Now the Sample Rate and Buffer Size drop-down menus are accessible in the LCD!
The options in the drop-down menus are similar to the options in the settings in Logic.
The idea behind offering these settings in the LCD Display are the following:
You sometimes need to change the Buffer Size when your CPU get overloaded in a big project,
which is why it might be helpful to access it quickly in the LCD.
When working with audio files of different Sample Rates (often happens when working with videos)
you need to make sure that everything has the same Sample Rate at the end of the process.
Because mistakes can happen you might want to check or change the projects Sample Rate without
having to search for the setting every time.