MainStage User Guide
- Welcome
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- Overview of Edit mode
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- Select patches and sets in the Patch List
- Copy, paste, and delete patches
- Reorder and move patches in the Patch List
- Add and rename patches
- Create a patch from several patches
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- Overview of the Patch Settings Inspector
- Select patch settings in the Patch Library
- Set the time signature for patches
- Change the tempo when you select a patch
- Set program change and bank numbers
- Defer patch changes
- Instantly silence the previous patch
- Change patch icons
- Transpose the pitch of incoming notes for a patch
- Change the tuning for a patch
- Add text notes to a patch
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- Overview of channel strips
- Add a channel strip
- Change a channel strip setting
- Configure channel strip components
- Show signal flow channel strips
- Hide the metronome channel strip
- Create an alias of a channel strip
- Add a patch bus
- Set channel strip pan or balance positions
- Set channel strip volume levels
- Mute and solo channel strips
- Use multiple instrument outputs
- Use external MIDI instruments
- Reorganize channel strips
- Delete channel strips
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- Overview of the Channel Strip Inspector
- Choose channel strip settings
- Rename channel strips
- Change channel strip colors
- Change channel strip icons
- Use feedback protection with channel strips
- Set keyboard input for a software instrument channel strip
- Transpose individual software instruments
- Filter MIDI messages
- Scale channel strip velocity
- Set channel strips to ignore Hermode tuning
- Override concert- and set-level key ranges
- Add text notes to a channel strip in the Channel Strip Inspector
- Route audio via send effects
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- Screen Control Inspector overview
- Replace parameter labels
- Choose custom colors for screen controls
- Change background or grouped screen control appearance
- Set screen controls to show the hardware value
- Set parameter change behavior for screen controls
- Set hardware matching behavior for screen controls
- Reset and compare changes to a patch
- Override concert- and set-level mappings
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- Overview of mapping screen controls
- Map to channel strip and plug-in parameters
- Map screen controls to actions
- Map a screen control to multiple parameters
- Use screen controls to display PDF document pages
- Edit the saved value for a mapped parameter
- Set drum pads or buttons to use note velocity
- Map screen controls to all channel strips in a patch
- Undo screen control parameter mappings
- Remove screen control mappings
- Work with graphs
- Create controller transforms
- Share patches and sets between concerts
- Record the audio output of a concert
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- Overview of concerts
- Create a concert
- Open and close concerts
- Save concerts
- How saving affects parameter values
- Clean up concerts
- Consolidate assets in a concert
- Rename the current concert
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- Overview of the Concert Settings Inspector
- Set MIDI Routing to channel strips
- Transpose incoming note pitch for a concert
- Define the program change message source
- Send unused program changes to channel strips
- Set the time signature for a concert
- Change the tuning for a concert
- Set the pan law for a concert
- Add text notes to a concert
- Control the metronome
- Silence MIDI notes
- Mute audio output
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- Layout mode overview
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- Screen control parameter editing overview
- Lift and stamp screen control parameters
- Reset screen control parameters
- Common screen control parameters
- Keyboard screen control parameters
- MIDI activity screen control parameters
- Drum pad screen control parameters
- Waveform screen control parameters
- Selector screen control parameters
- Text screen control parameters
- Background screen control parameters
- How MainStage passes through MIDI messages
- Export and import layouts
- Change the aspect ratio of a layout
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- Before performing live
- Use Perform mode
- Screen controls in performance
- Tempo changes during performance
- Tips for performing with keyboard controllers
- Tips for performing with guitars and other instruments
- Tune guitars and other instruments with the Tuner
- The Playback plug-in in performance
- Record your performances
- After the performance
- Tips for complex hardware setups
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- Overview of keyboard shortcuts and command sets
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- Concerts and layouts keyboard shortcuts
- Patches and sets (Edit mode) keyboard shortcuts
- Editing keyboard shortcuts
- Actions keyboard shortcuts
- Parameter mapping (Edit mode) keyboard shortcuts
- Channel strips (Edit mode) keyboard shortcuts
- Screen controls (Layout mode) keyboard shortcuts
- Perform in Full Screen keyboard shortcuts
- Window and view keyboard shortcuts
- Help and support keyboard shortcuts
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- Use MIDI plug-ins
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- Arpeggiator overview
- Arpeggiator control parameters
- Note order parameters overview
- Note order variations
- Note order inversions
- Arpeggiator pattern parameters overview
- Use Live mode
- Use Grid mode
- Arpeggiator options parameters
- Arpeggiator keyboard parameters
- Use keyboard parameters
- Assign controllers
- Modifier controls
- Note Repeater controls
- Randomizer controls
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- Use Scripter
- Use the Script Editor
- Scripter API overview
- MIDI processing functions overview
- HandleMIDI function
- ProcessMIDI function
- GetParameter function
- SetParameter function
- ParameterChanged function
- Reset function
- JavaScript objects overview
- Use the JavaScript Event object
- Use the JavaScript TimingInfo object
- Use the Trace object
- Use the MIDI event beatPos property
- Use the JavaScript MIDI object
- Create Scripter controls
- Transposer controls
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- Alchemy overview
- Alchemy interface overview
- Alchemy Name bar
- Alchemy file locations
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- Alchemy source overview
- Source master controls
- Import browser
- Source subpage controls
- Source filter controls
- Source filter use tips
- Source elements overview
- Additive element controls
- Additive element effects
- Spectral element controls
- Spectral element effects
- Pitch correction controls
- Formant filter controls
- Granular element controls
- Sampler element controls
- VA element controls
- Source modulations
- Morph controls
- Alchemy master voice section
- Alchemy Extended parameters
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- Playback plug-in overview
- Add a Playback plug-in
- Playback interface
- Use the Playback waveform display
- Playback transport and function buttons
- Playback information display
- Playback Sync, Snap To, and Play From parameters
- Use the Playback group functions
- Use the Playback Action menu and File field
- Use markers with the Playback plug-in
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- Sample Alchemy overview
- Interface overview
- Add source material
- Edit mode
- Play modes
- Source overview
- Synthesis modes
- Granular controls
- Additive effects
- Additive effect controls
- Spectral effect
- Spectral effect controls
- Filter module
- Low and highpass filter
- Comb PM filter
- Downsampler filter
- FM filter
- Envelope generators
- Mod Matrix
- Modulation routing
- Motion mode
- Trim mode
- More menu
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- Sculpture overview
- Sculpture interface
- Global parameters
- Amplitude envelope parameters
- Use the Waveshaper
- Filter parameters
- Output parameters
- Define MIDI controllers
- Extended parameters
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- Copyright
Program acoustic instruments in Sculpture in MainStage
The tasks outlined in this section provide programming guidelines, tips, tricks, and information to assist you in creating particular types of acoustic instrument sounds in Sculpture.
Create a bell sound in Sculpture
At a basic level, bell-like sounds are quite easy to produce with Sculpture. The creation of truly interesting bells involves a little more effort, but the harmonic richness and detuning during the decay/release phase makes all the difference.
In MainStage, load the #default (or your vanilla) setting file.
Choose Strike from the Object 1 Type pop-up menu.
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.
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.
Drag the Resolution slider all the way to the right.
Drag the Pickup A slider to about halfway (0.48).
Drag Object 1 pickup position to a value of 0.10. You should be starting to get pretty bells now … play a few notes.
To activate the Delay unit, click the Delay button in the upper-right section.
Click the Sync button at the bottom of the Delay section, and drag the Delay Time slider to a value of 20 ms.
Adjust the Wet Level knob to 66%.
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.
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.
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.
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.
Create a generic brass sound in Sculpture
Brass instruments are notoriously difficult to recreate with electronic instruments. Samplers do a reasonable job in the right hands, and with the right sample library, but they lack the organic warmth of a real brass player. This is a simple and generic brass setting that can be played as a solo instrument or as a brass section.
In MainStage, load the #default (or your vanilla) setting file.
Set Object 1 type to Blow.
Activate Object 2, and set its type to Noise.
Adjust the Strength of Object 1 to around 0.90.
Set Object 1 VeloSens to around 0.30.
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.
Play the E above middle C and you’ll hear a weird “mandolin meets a telephone ring” kind of sound.
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.
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.
Move Pickup A position to around 77%.
Turn on the Waveshaper and select Scream as your preferred type. Adjust the Input Scale and Variation parameters to taste.
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).
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.
Make further changes to your brass sound in Sculpture
In MainStage, do any of the following:
Use the Waveshaper to radically alter your sound.
Use the Delay to emulate a space for your instrument.
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.
Create flute-like sounds in Sculpture
Use this approach as the basis for instruments in the wind family, including flutes, clarinets, shakuhachis, pan pipes, and so on.
In MainStage, load the #default (or your vanilla) setting file.
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.
Set Object 1 type to Blow.
Set Object 2 type to Noise.
Set the Gate of both objects to Always.
Adjust Object 2 Strength to a value of around 0.25.
Adjust the Object 1 Velosens parameter to a value around 0.33.
Move the Material Pad ball to a position between the end of the Inner Loss text and below the Nylon text.
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.
Pickup A should be set to a value of 1.00 (far right).
Set Object 1 pickup position to around 0.27.
Set Object 2 pickup position to around 0.57.
Activate the Waveshaper and select the “Tube-like distortion” type.
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).
As you play sustained notes, you may notice a distinct lack of interesting timbral shifts (typical of real flute sounds—due to changes in the player’s breath, lip position, and so on) as the note is held.
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!
Choose Save Setting As from the Settings pop-up menu and save the setting with a new name.
Create an organ sound in Sculpture
Organ sounds are among the easiest and quickest sounds to emulate in Sculpture, because they have no release phase. This simplifies things in that you don’t need to set Keyscaling parameters for the basic tone. You may, however, do so at a later stage—for modulation routing or specific sound design purposes.
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.)
Set the Voices parameter to a value of 8, or higher if you wish.
Drag the Material Pad ball to the top-left corner.
Activate Object 2 and set the type to Bow.
Set the Object 2 Gate mode to Always.
Drag the R(elease) slider of the amplitude envelope all the way down.
Play a C chord, and you’ll hear a flute-like sound.
Drag Pickup A to the far right.
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.
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.
Very slightly adjust the Object 2 Timbre parameter upward.
Carefully adjust the Object 2 Variation parameter downward and upward until you find a tone you like.
You may at this point want to move the Object 2 pickup parameter to another position. Hold down a chord while doing so.
You can make further tweaks to the Variation and Timbre parameters of Object 2.
To introduce a little key click, change Object 1 type to Strike, and adjust the Strength and Timbre parameters.
To add a little of the detuned organ vibe, set the Warmth parameter between 0.150 and 0.200.
Choose Save Setting As from the Settings pop-up menu and save the setting with a new name.
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.
Create a percussion sound in Sculpture
Percussive sounds, such as drums, tend to share a similar type of envelope. They contain a strike element, where most of the sonic character is exhibited, followed by a short decay phase. The release phase varies, depending on the instrument itself—a snare drum as opposed to a woodblock, for example—and depending on the ambient space it is placed in—a cavern, a bathroom, and so on.
In MainStage, load the #default (or your vanilla) setting file.
Set Object 1 type to Strike.
Activate Object 2, and set its type to Disturb 2-sided.
Set Object 2 Gate mode to Always.
Object 1 Strength should be about 0.84.
Object 2 Strength should be about 0.34.
Drag the Media Loss slider up and down while playing to hear its effect. Find a suitable setting.
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.
Activate the Body EQ and Filter, then adjust the settings to taste.
Choose Save Setting As from the Settings pop-up menu and save the setting with a new name.