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Thank
you
for
purchasing
GAMELAN
powered
by
KONTAKT
PLAYER.
This
manual
has
been
designed
to
guide
you
through
the
features
available
in
GAMELAN.
The
information
in
this
document
is
subject
to
change
without
notice
and
does
not
represent
a
commitment
on
the
part
of
Native
Instruments
Software
Synthesis
GmbH.
The
software
described
by
this
document
is
subject
to
a
License
Agreement
and
may
not
be
copied
to
other
media.
No
part
of
this
publication
may
be
copied,
reproduced
or
otherwise
transmitted
or
recorded,
for
any
purpose,
without
prior
written
permission
by
Native
Instruments
Software
Synthesis
GmbH.
All
product
and
company
names
are
trademarks
of
their
respective
owners.
User
Manual
written
by
Sample
Logic,
LLC
GAMELAN
2015
All
Rights
Reserved.
Sample
Logic,
LLC
Sample
Logic
and
GAMELAN
are
trademarks
of
Sample
Logic,
LLC.
Sample
Logic,
LLC
Asheville,
NC
www.samplelogic.com
info@samplelogic.com
GAMELAN
1
Table
of
Contents
INTRODUCTION
............................................................................................................................
4
What
is
GAMELAN
.........................................................................................................................
4
TROUBLESHOOTING ..................................................................................................................... 31
CREDITS
.........................................................................................................................................
32
*For
Installation
Instructions,
please
see
the
Quickstart
Installation.pdf
GAMELAN
2
MISSION
STATEMENT
Sample
Logics
mission
is
to
design
cutting
edge
tools
for
composers,
producers,
sound
designers,
musicians
and
performers
of
all
musical
styles
and
genres.
This
is
why
they
are
continually
developing
new
concepts
for
sample
libraries
that
focus
on
blurring
the
line
between
music
and
sound
design.
As
a
company,
Sample
Logic
continually
strives
to
build
a
bridge
to
the
future
by
exploring
unique
and
undiscovered
sonic
possibilities
with
their
sample
libraries,
while
providing
new
and
useful
tools
for
the
composers
toolbox.
(2) Licensee
cannot
assign,
lease,
lend,
rent,
sell,
upload
or
download
to
or
from
any
database
server,
or
transfer
any
of
the
sound
samples
and
software
to
another
user.
(3) The
enclosed
sound
samples,
software,
and
scripts
cannot
be
used,
sold,
or
included
in
or
with
any
commercial
or
retail
third-party
products,
software,
sample
libraries,
or
virtual
instruments
of
any
kind.
(4) Sample
Logic
LLC
is
not
held
responsible
if
the
enclosed
sample
sound
material
or
software
does
not
fit
the
end
users
initial
purpose.
The
sounds
and
samples
are
sold
as
is
with
no
warranty
or
refund
privileges,
unless
the
product
is
proven
defective.
If
the
product
is
defective,
the
end
user
must
contact
Sample
Logic
LLC
within
30
days
after
the
time
of
purchase
with
defective
claim
to
receive
further
instructions
on
how
to
replace
the
defective
product.
No
money
will
be
refunded,
however
a
new
copy
of
the
product
will
be
sent
to
replace
any
defective
product.
(5) Sample
Logic
LLC
does
not
take
responsibility
for
material
that
does
not
properly
translate
to
sample
instrument
formats
that
were
not
originally
programmed
in,
offered
in,
or
intended
for.
*To
purchase
additional
licenses
contact
support@samplelogic.com.
GAMELAN
3
WHAT
IS
GAMELAN?
MORPHED
INSTRUMENTS
FOR
A
NEW
WORLD
GAMELAN
is
where
world
instruments
meet
hybrid
sample
synthesis.
After
years
of
honing
the
art
of
sound
design
and
sample
creation,
Sample
Logic
has
morphed
and
mutilated
a
collection
of
over
25
world-class
Balinese
Gamelan
instruments
to
create
cinematic
quality
atmospheres,
melodic
instruments,
percussive
impacts
and
loops.
These
impressively
dynamic
recordings
were
played
by
the
renowned
San
Francisco
Bay
Area
Gamelan
Sekar
Jaya
(GSJ)
ensemble
on
the
scoring
stage
at
Skywalker
Sound,
to
provide
a
collection
of
over
1,400
world-class
traditional
and
morphed
Gamelan
instruments,
an
impressively
versatile
array
of
sounds
sure
to
find
its
way
into
productions
of
all
types.
Weighing
in
at
over
14GB,
this
Kontakt
Player
library
is
sure
to
open
the
minds
of
sound
designers,
composers,
musicians,
and
producers
alike.
INNOVATE
AND
CREATE
GAMELAN
expands
on
the
earth-shattering
power
of
Sample
Logics
previous
virtual
instruments
by
combining
atmospheres,
instrumentals,
percussives,
and
loops
into
a
single
interface
for
unlimited
mix
and
match
possibilities.
By
adapting
the
revolutionary
tools
that
made
Cinematic
Guitars
Infinity
so
powerful,
GAMELAN
introduces
single
core
instruments
to
provide
more
nuanced
control
over
a
single
core
of
the
instrument.
Make
massive
ambiences,
crushing
impacts,
complex
loops,
soaring
leads,
or
even
create
stacked
multis
with
all
of
the
above
triggered
by
a
single
note
with
ease
in
the
massively
powerful
GAMELANor
use
one
of
the
thousands
of
included
preset
instruments.
INTUITIVE
CORE
NAVIGATION,
INFINITE
SOUND
COMBINATIONS
Start
from
the
simplest
seed
element
of
a
sound
and
work
outward
with
GAMELANs
intuitive
interface.
All
Sound
Sources
are
loaded
into
a
soundcore,
each
of
which
is
capable
of
playing
back
two
sound
sources
simultaneously,
and
is
packed
with
powerful
FX
including
reverb,
delay,
convolution,
filters,
distortion,
and
much
more.
Take
the
creation
even
further
by
using
up
to
4
soundcores
simultaneously
(multi
cores),
allowing
you
to
create
infinite
blends
of
up
to
8
sound
sources.
In
addition,
Master
FX
can
be
applied
to
all
soundcores,
and
create
truly
impressive
results.
Don't
have
enough
time
to
build
your
own?
No
problem.
GAMELAN
includes
over
780
sound
sources,
700
soundcore
presets,
1400
single
core
instrument
presets,
and
260
ready-to-use
multi
core
instrument
presets
giving
users
over
3,200
trillion
sonic
combinations
to
work
with.
ADVANCED
RANDOMIZATION
Utilizing
Sample
Logics
intelligent
randomization
technology,
the
Gamelan
interface
raises
the
bar
on
usability
of
randomization
features.
By
taking
fragments
of
human-generated
presets,
and
reassembling
them,
this
intelligent
randomization
leads
to
randomly
generated,
epic-sounding
presets
every
time.
Now,
with
the
inclusion
of
all
types
of
sounds
in
a
single
interface,
Sample
Logic
has
added
a
randomization
drop
down
to
specify
the
types
of
sounds
and
settings
to
be
selected
from
during
the
randomization
process.
Want
to
create
an
atmosphere
instrument
on
the
fly?
Use
the
drop
down
menu
to
select
atmospheres.
Do
the
same
to
select
from
instrumentals,
percussives,
and
loops,
or
throw
caution
to
the
wind
and
select
from
all
categories
at
once.
This
function
is
great
for
building
multi-stacked
instruments,
sure
to
fire
up
your
creativity!
ULTIMATE
POWER
Keeping
with
Sample
Logic's
tradition
of
innovation,
GAMELAN
includes
the
acclaimed
Step
Animator
sequencing
engine,
bringing
world-class
arpeggiation
and
sequencing
to
your
fingertips.
With
the
new
Link/Alt
mode,
you
can
now
select
individual
soundcores
to
be
triggered
by
each
step
of
the
Step
Animator
while
unselected
soundcores
sustain!
In
addition
to
this
mind-blowing
power,
GAMELAN
also
includes
Sample
Logic's
XY
functionality
for
perfectly
intuitive
FX
mixing
and
animation,
and
the
3D
Mixer
for
incredible
soundcore
mixing
and
automation.
The
possibilities
are
truly
endless!
GAMELAN
4
TECHNICAL
SPECIFICATIONS
GAMELAN
includes
over
750
sound
sources,
700
soundcores,
1700
instruments,
and
a
14
GB
compressed
sample
library
using
Kontakts
lossless
sample
storage
compression.
All
samples
were
recorded
at
88.2kHz
and
are
delivered
at
44.1kHz/24-
bit.
System
Requirements
Requires
Kontakt
5
Player
(free)
or
Kontakt
Retail
(sold
separately)
Version
5.5
or
higher
Mac
OS
X
10.8,
10.9,
or
10.10
(latest
update),
Intel
Core
Duo,
2
GB
RAM
(4GB
recommended)
Windows
7/8
(latest
Service
Pack,
32/64
Bit),
Intel
Core
2
Duo
or
AMD
Athlon
64
X2,
2
GB
RAM
(4GB
recommended)
14
GB
free
disk
space
for
GAMELAN
sample
content
1
GB
free
disk
space
for
Kontakt
5
Player
Compatibility
Stand-alone
VST
Audio
Units
RTAS
(Pro
Tools
9
+
10);
AAX
Native
(Pro
Tools
10
or
higher);
64-bit
AAX
plugins
(Pro
Tools
11)
CoreAudio
ASIO
WASPI
Kontakt
is
continuously
being
updated.
For
the
latest
system
compatibilities
visit
the
Native
Instruments
website.
http://www.native-instruments.com/en/products/komplete/samplers/kontakt-5-player/
GAMELAN
5
QUICKSTART
GUIDE
What
is
GAMELAN?
GAMELAN
is
a
true
breakthrough
in
cinematic
sound
creation,
expressed
via
an
intuitive
interface
for
Kontakt
Player.
In
as
little
as
5
seconds,
you
can
take
advantage
of
the
power
of
a
quad
engine
sound
design
instrument
running
up
to
8
unique
sounds
simultaneously.
If
youd
like
to
get
up
and
running
immediately,
heres
a
quick
start
guide.
Why
Only
One
Instrument?
If
youre
looking
at
Kontakts
browser
and
are
confused
to
see
only
one
instrument
available,
dont
worry.
GAMELAN
is
housed
entirely
within
a
single
Kontakt
instrument.
All
presets
can
be
loaded
and
saved
from
within
Sample
Logics
proprietary
browsers
accessible
via
the
GAMELAN
interface.
Definitions
With
GAMELAN
you
can
load
sounds
three
different
ways
as
sound
sources,
soundcores,
or
instruments.
Soundsources
the
most
basic
unit
of
sound
in
GAMELAN.
A
sound
source
is
simply
a
single
keymap
or
set
of
samples.
You
can
load
two
of
these
into
each
soundcore
via
the
sound
source
browser.
Soundcores
there
are
four
soundcores
in
the
GAMELAN
interface,
each
of
which
can
hold
two
sound
sources.
Each
soundcore
also
hosts
a
number
of
powerful
studio
effects
that
act
only
on
the
sound
sources
played
back
from
it.
Instruments
There
are
two
types
of
instruments:
single
core,
and
multi
core.
A
single
core
instrument
is
made
up
GAMELAN
6
of
a
single
soundcore
for
focused
sound
development.
A
multi
core
instrument
is
made
up
of
four
soundcores.
An
instrument
is
effected
by
the
Master
FX
and
Master
Cut
filters,
which
act
on
the
mix
of
all
of
the
soundcores.
The
Step
Animator
plays
back
all
active
soundcores
in
the
current
instrument.
Loading
Instrument
Presets
With
Sample
Logics
new
browser
technology,
selecting
from
hundreds
of
instrument
presets
is
simple.
An
instrument
preset
recalls
settings
for
all
soundcores,
including
all
of
their
associated
effects,
the
3D
Mixer,
and
for
all
Master
Effects
including
the
XY
function.
To
load
an
instrument
preset,
click
the
magnifying
glass
icon
in
the
top
bar,
as
seen
below:
Then
select
between
Single
or
Multi
core
instruments
with
the
tabs
at
the
top
of
the
browser:
Then
select
the
appropriate
category
(left
column)
and
preset
name
(right
column)
from
the
browser
that
will
appear:
To
quickly
browse
presets,
click
the
left/right
facing
arrows
on
either
side
of
the
Instrument
Preset
panel,
seen
below:
Note:
To
save
custom
instrument
presets
in
an
outside
location,
you
can
use
the
Save
icon,
and
load
them
using
the
Load
icon.
To
create
quickly
accessible
presets
that
are
available
in
Kontakts
browser,
you
can
save
NKI
files
of
your
favorite
settings
in
the
GAMELAN
Instruments
folder.
These
NKI
files
will
retain
all
instrument
settings,
and
will
populate
with
whatever
version
of
the
GAMELAN
interface
they
were
saved
with
in
Kontakts
browser
once
you
refresh
or
re-launch
Kontakt.
GAMELAN
7
Loading
Soundcore
Presets
You
can
quickly
create
custom
instrument
presets
by
loading
soundcore
presets
into
each
soundcore
using
a
similar
browser.
Soundcore
presets
only
affect
a
single
soundcore,
and
do
not
load
settings
for
any
of
the
Master
Effects.
To
load
a
preset,
click
the
magnifying
glass
icon
next
to
the
currently
loaded
presets
name
as
seen
below:
Then
select
the
appropriate
sound
source
type,
category
and
preset
name
from
the
browser
that
will
appear:
To
quickly
browse
presets,
click
the
left/right
facing
arrows
to
the
left
of
Preset,
seen
below:
Note:
To
save
your
own
soundcore
presets
in
an
outside
location,
simply
click
the
Save
icon
in
the
soundcore
preset
bar.
To
load
your
custom
presets,
simply
click
the
Load
icon.
GAMELAN
8
Loading
Soundsources
Sound
sources
can
be
loaded
into
one
of
GAMELANs
four
soundcores
with
the
same
browser
technique
used
with
instrument
and
soundcore
presets.
Simply
click
the
magnifying
glass
icon
next
to
one
of
the
two
Sound
Sources
and
select
from
the
browser
shown
below.
Using
Randomizer
Functions
Each
soundcore
is
equipped
with
an
R
icon
next
to
the
oscillator
number
(1-4).
When
lit,
this
core
is
armed
for
randomization.
Simply
arm
any
or
all
soundcores
and
click
the
Random
button
at
the
top
right
of
the
interface,
and
new
resets
will
be
selected
for
the
armed
soundcores.
Below
the
Random
button,
select
from
Atmospheres,
Instrumentals,
Percussives,
or
Loops
to
focus
the
selections
of
the
randomizer
by
sound
type,
or
leave
the
drop
down
set
to
All
Categories
for
limitless
inspiration.
GAMELAN
9
SIGNAL
FLOW
CHART
The
flow
chart
below
shows
how
sound
sources
are
routed
through
the
GAMELAN
interface.
Note
that
two
sound
sources
can
be
loaded
into
each
soundcore,
and
then
sent
to
the
main
output.
There
are
4
soundcores,
and
each
has
its
own
set
of
FX.
The
master
output
also
has
Master
FX,
which
work
across
the
outputs
of
all
soundcores.
Also
note
that
GAMELAN
can
also
be
used
as
a
single
core
instrument,
where
only
two
soundsources
are
used
and
sent
to
the
main
outs.
GAMELAN
10
GAMELAN
IN
DEPTH
Important
features
that
will
enhance
your
experience
with
GAMELAN:
Most
instruments
feature
a
variety
of
key
ranges
and
transpositions
that
are
pitched
relative
to
the
chromatic
scale.
Samples
have
been
mapped
so
their
fundamental
pitches
are
nearest
to
the
middle
C
octave
range
(C3).
Sample
ranges
outside
the
recommended
key
map
should
be
used
at
your
own
discretion.
Sample
key
ranges
have
been
stretched
(transposed)
to
maximize
creative
possibilities
and
sonic
fidelity.
GAMELANs
browser
system
will
allow
you
to
find
presets,
which
are
organized
in
folders
named
by
genre,
timbre,
and
the
mood
they
evoke,
but
by
no
means
should
presets
be
limited
by
their
title
or
category.
Our
system
is
designed
to
better
help
you
with
organization
and
finding
the
sound
you
are
looking
for.
Please
keep
in
mind
that
all
presets
are
named
based
on
what
our
programmers
felt
appropriate.
Some
could
fit
into
multiple
categories;
therefore
they
are
named
in
a
way
that
suggests
this.
In
these
situations,
the
instruments
are
named
based
on
a
genre
that
it
most
appropriately
suggests.
Instrument Categories
ATMOSPHERES
Continuously
sustained
soundscapes
that
are
static
or
full
of
organic
motion
Bizarre
Unusual
and
experimental
with
a
wide
variety
of
motion
and
effects
Dark
N
Scary
Spooky,
haunting,
frightful,
setting
the
tone
for
darkness
and
fear
Electronic
Effectual
Consisting
of
synthetic
elements
Mixed
Emotions
Confused
and
blurred
moods
Stingers
Ambient
gestures
with
transient
impact
World
Organic
Consisting
of
real-world
elements
such
as
voices,
flutes,
etc.
INSTRUMENTALS
Arpeggiated
Customizable
tempo-synced
arpeggiator
driven
melodic
loops
Organic
Melodic
instruments
characterized
by
hybrid
synthesis
Synth
-
Morphed
variants
on
synthesizer
sounds
Traditional
Multi-sampled
traditional
GAMELAN
melodic
instruments
LOOPS
Sub-categorized
percussive
and
melodic
sequences
Action
Packed
Electronic
Effectual
Pop
Hop
World
Organic
PERCUSSIVES
Arpeggiated
-
Customizable
tempo-synced
arpeggiator
driven
percussive
loops
Hit
Ensembles
Multi-voice
percussive
hits
Impacts
-
One-shot
percussive
hits
Traditional
Multi-sampled
traditional
GAMELAN
percussive
instruments
Transitions
-
Strategic
rhythmic
gestures
for
blending
and
bridging
events
and
musical
ideas
GAMELAN
11
User
Interface
&
Controls
Each
instrument
consists
of
multiple
windows
and
a
static
mixer
control
section:
General
Feature
Overview
&
Descriptions
A
Soundcore
single
unit
sound
engine
that
plays
2
Sound
Sources
simultaneously
with
either
a
static
or
morphing
blend
delivered
by
the
Morph
Animator
(more
below).
B
Information
Panel
displays
the
value
of
the
currently
selected
control.
C
Preset
Browser
GAMELAN
comes
with
over
750
instrument
presets
that
can
be
selected
by
clicking
the
magnifying
glass
icon
to
open
the
browser.
D
Preset
Browser
Arrows
Quickly
audition
Instrument
presets
by
clicking
the
arrows
on
either
side
of
the
preset
panel
to
incrementally
audition
them.
E
Save/Load
Instrument
click
the
disk
icon
(save)
or
the
folder
icon
(load)
to
save
and
load
custom
Instrument
presets.
GAMELAN
12
F
Random
Function
applies
random
settings
to
all
parameters
of
the
GAMELAN
interface
that
are
armed
for
randomization.
The
R
button
next
to
each
parameter
will
glow
white
to
indicate
it
is
armed
for
randomization.
Use
the
drop-down
menu
below
the
Random
button
to
select
from
different
groups
of
source
presets:
Atmospheres,
Instrumentals,
Loops,
Percussives
(see
Using
Randomizer
Functions
on
pg
9
for
more
information).
G
Stereo
Widener
Effect
widens
the
stereo
field
of
the
instrument
sound.
This
is
a
Master
Effect
that
works
over
all
four
Sound
Cores.
H
Master
Effects
Tiles
click
to
access
controls
for
the
6
studio-grade
Master
Effects
available
in
the
GAMELAN
interface,
as
well
as
the
XY
slider
(see
XY
Slider,
page
23).
Click
the
power
toggle
to
activate/deactivate
any
of
these
effects.
When
the
toggle
glows
white,
the
effect
is
active.
I
Master
Hi-
and
Lo-Cut
filters
to
remove
treble
or
bass
information
above
(hi-cut)
or
below
(lo-cut)
the
given
cutoff.
This
is
a
Master
Effect
that
works
over
all
4
Sound
Cores.
Sound
Core
Feature
Overview
&
Descriptions
(Part
1)
A
Morph
Slider
sets
a
static
blend
of
the
2
atmospheres
on
a
given
soundcore
B
Morph
Animator
Record
Button
when
active,
if
a
note
is
played,
the
Morph
Animator
will
record
any
movements
of
the
Morph
Knob
(until
the
note
is
released)
so
they
can
be
played
back
as
a
morph
sequence
via
the
Morph
Animator
C
Animation
On/Off
activates/deactivates
the
Morph
Animator.
When
inactive,
the
Morph
Knob
determines
the
blend
of
the
2
atmospheres
on
a
given
Sound
Core.
D
Morph
Mode
Toggle
switches
between
Morph
Knob
view
and
Morph
Animator
view
(below)
E
Preset
Panel
Displays
the
name
of
the
current
preset
- R
icon
when
lit
white,
arms
the
Sound
Core
to
be
assigned
a
random
preset
when
the
Random
function
is
used
- Disk
icon
used
to
save
user
presets
- Folder
icon
used
to
load
presets
from
the
hard
drive
- <
>
Browse
arrows
used
to
quickly
increment
presets
for
auditioning
- Magnifying
Glass
Icon
displays
the
Sound
Core
Preset
Browser
(see
Quick
Start
for
more
on
the
Browser
functionality
of
GAMELAN)
- Expand
button
(far
right)
click
to
display
additional
FX
for
the
Soundcore
F
Sound
Sources
Displays
the
names
of
the
current
Sound
Sources
- R
icon
when
lit
white,
arms
the
given
Sound
Source
slot
to
be
assigned
a
random
preset
when
the
Random
function
is
used
- <
>
Browse
arrows
used
to
quickly
increment
presets
for
auditioning
- Magnifying
Glass
Icon
displays
the
Sound
Source
Preset
Browser
(see
Quick
Start
for
more
on
the
Browser
functionality
of
GAMELAN)
- Settings
Gear
Access
controls
to
set
keymap
range,
transposition,
and
retrigger
time
for
this
Sound
Core
G
Soundcore
On/Off
GAMELAN
13
H
VU
Meter
displays
the
output
level
of
the
Sound
Core
I
Volume
Knob
used
to
set
the
balance
of
a
Sound
Core
relative
to
the
others
J
FX
Animator/LFO
Buttons
used
to
activate
the
FX
Animator
or
LFO
on
certain
controls
throughout
GAMELAN.
The
FX
Animator
is
activated
by
the
icon
with
three
vertical
bars.
The
LFO
is
activated
by
the
icon
with
a
sine
wave.
K
Pan
Control
used
to
set
the
position
of
the
Sound
Cores
output
in
the
stereo
field
L
Velocity
Intensity
Control
determines
the
dynamic
range
of
the
instrument
based
on
MIDI
input
velocity.
When
this
control
is
set
to
its
minimum,
all
notes
will
be
played
back
at
full
velocity,
regardless
of
input.
When
this
control
is
set
to
its
maximum,
the
instrument
will
play
with
full
dynamic
range,
where
notes
played
with
high
velocity
are
very
loud,
and
notes
played
with
low
velocity
are
very
quiet.
Sound
Core
Feature
Overview
&
Descriptions
(Part
2)
A
Morph
Animator
Preset
Drop
down
menu
to
select
from
various
Morph
Animator
Presets
B
R
Icon
-
when
lit
white,
arms
the
given
morph
animator
to
be
assigned
a
random
pattern
when
the
Random
function
is
used
C
Link
Icon
when
active,
any
changes
to
the
morph
animator
will
be
reflected
on
the
morph
animators
of
all
Sound
Cores
that
also
have
the
link
active
D
Step
Length
determines
the
speed
of
playback
of
the
morph
animator
relative
to
host
tempo.
The
value
displayed
is
the
duration
of
a
single
step
of
the
morph
animator
E
Reset
Button
returns
the
Morph
Animator
to
a
blank
state
with
no
pattern
displayed
F
Morph
Animator
Editor
displays
the
current
Morph
Animator
pattern.
You
can
edit
the
pattern
by
clicking
in
any
slot
or
by
clicking
and
dragging
across
the
visualizer.
A
bar
above
the
horizontal
center
mark
will
result
in
a
blend
favoring
Sound
Source
1,
while
one
below
the
center
will
favor
Sound
Source
2.
Tip:
to
draw
a
straight
line,
hold
CTRL
while
you
click
and
drag
within
the
editor
GAMELAN
14
Sound
Core
FX
Overview
Each
Sound
Core
contains
a
handful
of
useful
FX
and
sound
shaping
tools
that
can
be
accessed
by
clicking
the
expand
icon
in
the
Preset
bar
of
each
Soundcore
(top
Soundcores
will
have
the
+
on
top,
bottom
Soundcores
will
have
it
on
bottom).
A
EQ
use
the
drop
down
menu
to
select
from
14
useful
EQ
presets,
and
set
the
amount
of
effect
with
the
knob
below.
B
PITCH
shifts
the
pitch
of
the
entire
oscillator
+/-
36
semitones
(3
octaves),
and
can
be
modulated
with
the
FX
Animator
(three
vertical
bars
icon)
or
the
LFO
(sine
wave
icon).
Please
note
that
the
pitch
effect
is
not
linked
to
the
keymap,
and
thus,
is
frequency
based
algorithmic
stretching.
C
DISTORTION
increases
harmonic
saturation
for
a
distortion
effect
D
ADSR
Envelope
Standard
Attack,
Decay,
Sustain
and
Release
controls
for
the
amplifier
envelope
of
the
Soundcore.
E
CONVOLVER
Uses
impulse
responses
and
convolution
technology
to
further
warp
the
sound.
Comes
equipped
with
dozens
of
presets
that
can
be
blended
into
the
dry
signal
with
the
adjacent
Dry/Wet
control.
Blends
including
more
IR
signal
may
risk
clipping.
Use
the
Volume
Slider
to
correct
this.
F
FILTER
Dedicated
hi-
and
lo-cut
filters
for
the
Soundcore.
Resonance
control
only
applies
to
the
hi-cut.
Both
filters
can
be
independently
modulated
with
the
LFO.
The
hi-cut
filter
can
also
be
modulated
by
a
Dual
Filter
Oscillator
(DFO,
see
page
16).
This
section
can
also
be
independently
effected
with
the
HC
to
Velo
control,
which
adjusts
how
much
input
velocity
affects
the
hi-cut
filters
cutoff
point.
When
this
setting
is
at
its
maximum,
the
filters
cutoff
will
be
higher
with
higher
input
velocity.
When
this
setting
is
at
its
minimum,
the
filter
cutoff
is
static
and
will
not
be
affected
by
input
velocity
at
all.
GAMELAN
15
Dual
Filter
Oscillator
The
hi-cut
filter
present
on
each
Sound
Core
can
be
modulated
with
a
standard
LFO,
or
can
be
modulated
with
a
Dual
Filter
Oscillator,
should
more
complex
modulation
be
desired.
The
toggle
on
the
left-hand
side
of
the
LFO
interface
is
used
to
switch
between
the
two
modulation
modes.
The
DFO
is,
put
simply,
two
LFOs
controlling
the
same
Hi-Cut
filter.
The
LFOs
run
in
parallel,
and
are
sequenced
to
control
strength
over
time.
The
DFO
has
a
strength
control.
There
are
also
a
selection
of
presets
to
allow
quick
startup.
Tip:
Start
with
the
cutoff
set
to
about
12
o
clock
to
hear
the
effect
really
working,
then
adjust
to
taste.
GAMELAN
16
STEP
ANIMATOR
VIEW
A
Information
Window
displays
the
value
of
the
currently
selected
control.
B
Accessory
Buttons
- Restart
-
moves
the
sequence
back
to
its
first
step
at
anytime.
- Stutter
-
when
pressed,
all
steps
in
the
sequence
will
play
back
as
Stutter
steps,
based
on
their
stutter
speed
setting.
- Quantize
-
when
Auto
Quantize
is
not
set
in
the
settings
menu,
this
button
will
round
the
sequence
up
to
the
next
full
bar
by
adding
steps.
- Random
-
applies
random
settings
to
all
parameters
of
the
step
animator
that
are
selected
for
randomization.
The
R
button
next
to
each
parameter
will
glow
green
to
indicate
it
is
armed
for
randomization.
C
Speed
Section
changes
the
speed
of
playback.
Selectable
to
1/2x
the
host
BPM,
1x
the
host
BPM,
or
2x
the
host
BPM.
GAMELAN
17
D
Playmode
Controls
affects
the
way
the
step
animator
plays.
Users
can
select
latch
mode,
freeze
mode,
and
random
mode.
Low
A
adds
stutter
on
a
per
note
basis.
Performance
tool.
Bb
is
glide,
B
is
freeze
Latch
Mode
the
step
animator
plays
back
whatever
note
or
notes
have
been
input
until
they
are
released
and
a
new
note
or
notes
are
played
in.
Freeze
Mode
the
step
animator
repeats
only
the
currently
playing
step
in
the
sequence
for
its
duration.
This
holds
indefinitely
until
freeze
mode
is
released.
Random
Mode
the
step
animator
will
play
once
through
the
programmed
sequence,
and
then
play
through
random
sequences
until
the
notes
are
released.
Vari
Switch
when
activated,
this
swaps
every
other
step.
(In
a
sequence
of
4
steps,
Step
1
becomes
Step
2,
Step
2
becomes
Step
1,
Step
3
becomes
Step
4,
and
Step
4
becomes
Step
3,
etc).
E
Playback
Direction
the
step
animators
sequence
can
be
delivered
from
the
first
step
to
the
last,
or
the
last
to
the
first.
If
playback
direction
is
set
to
FWD
the
sequence
will
play
from
its
first
step
to
its
last,
and
if
it
is
set
to
REV
it
will
play
from
its
last
step
to
its
first.
F
Swing
Control
adds
a
humanized
feel
by
causing
alternating
notes
to
play
slightly
late.
G
Steps
the
number
of
sequencer
steps
that
will
be
played
back.
Determines
the
number
of
step
strips
that
are
displayed
below.
H
Octave
number
of
octaves
the
note
input
will
be
transposed
over.
I
Duplicate
copies
the
existing
step
sequence,
doubling
the
length
of
the
sequence.
J
Presets
GAMELAN
comes
with
over
150
step
animator
presets
that
can
be
selected
here
K
Settings
Deeper
instrument
settings
and
controls
L
On/Off
Enables
or
disables
the
Step
Animator
M
Step
Indicator
the
white
circle
indicates
which
step
of
the
sequence
is
currently
playing
N
Step
Page
List
when
a
sequence
of
more
than
16
steps
has
been
programmed,
tabs
will
appear
here
(see
below)
O
MIDI
Drag
&
Drop
Click
and
drag
from
this
icon
to
any
DAWs
MIDI
track
to
export
MIDI
data
of
the
currently
programmed
sequence,
usable
with
any
MIDI-controllable
device
or
software
P
Core
Link/Alt
In
Link
mode,
the
setting
for
which
core
will
play
back
on
a
given
step
is
linked
(the
options
are:
All
steps,
1,
2,
3,
or
4).
In
Alt
mode,
the
core
that
will
play
back
on
a
given
step
is
independently
selectable
per
step.
STEPS
(Contd)
The
Step
Animator
can
run
sequences
of
up
to
128
steps.
When
an
instruments
sequence
contains
more
than
16
steps,
tabs
will
begin
to
appear
in
the
upper
left
of
the
Step
Animator
as
seen
above.
GAMELAN
18
A
Book
Icon
when
activated
(clicked)
Step
Animator
auto
scrolls
to
subsequent
tabs
(steps
17-128)
when
present
B
Step
indicator
indicates
the
currently
playing
step
in
the
sequence
C
Random
Buttons
the
R
button
next
to
each
parameter,
when
engaged,
allows
that
parameter
to
be
changed
by
the
Random
button
in
the
master
section
at
the
bottom
of
the
interface.
If
a
parameters
R
button
is
not
engaged,
it
will
remain
unchanged
when
the
Random
button
is
pressed.
D
Step
type
There
are
several
step
types
available
in
GAMELAN
----
indicates
that
there
is
a
rest,
or
no
note
playing
on
this
step
Note
indicates
that
a
note
will
be
triggered
on
this
step
and
played
normally
for
the
length
indicated
below
Stutter
indicates
that
a
note
will
be
triggered
and
subdivided
at
a
speed
determined
by
the
Stutter
Rate
control
below.
The
total
length
of
the
stutter
is
still
equal
to
the
length
indicated
below
(e.g.
if
Length
is
set
to
1/8
and
nd
stutter
rate
is
set
to
32nd,
a
total
of
four
32
notes
will
play
on
that
step)
Glide
slides
the
pitch
of
the
played
note
to
the
next
note
in
the
sequence.
GAMELAN
19
Freeplay
Mode
indicates
that
a
step
lasting
the
predetermined
length
will
allow
the
player
to
trigger
notes
of
any
rhythm
and
pattern,
before
the
arpeggiator
resumes
at
the
next
step
Stutter
Alternating
sets
step
to
stutter
through
notes
being
played,
alternating
between
each
note
similar
to
an
arpeggiator
within
an
arpeggiator.
Only
works
when
step
type
is
set
to
chordal.
E
Link
icon
links
all
controls
of
the
related
type
(e.g.
if
the
chain
icon
is
engaged
for
Velocity,
when
one
velocity
control
is
adjusted,
all
others
are
adjusted
by
the
same
amount
the
controls
are
linked)
F
Velocity
Master
Presets
GAMELAN
comes
preloaded
with
a
number
of
velocity
presets.
Select
them
here.
They
include
3
different
fixed
velocities
for
each
step,
as
well
as
shapes
and
gate
patterns.
Random
Velocity
humanizes
the
velocity
by
randomizing
it
over
a
predetermined
range
above
or
below
the
actual
input.
IN/OUT
determines
how
velocity
is
interpreted
by
the
instrument.
IN
=
user
performance
dictates
velocity
input,
which
is
then
passed
through
the
Step
Animator's
velocity
processor.
OUT
=
the
pre-programmed
step/velocity
sequence
dictates
the
output
velocity
as
a
hardcoded
sequence
so
that
a
pattern
plays
exactly
the
same
way
every
time,
not
influenced
by
MIDI
input
velocity
performance.
G
Pencil
Icon
opens
a
dialog
that
allows
the
user
to
draw
in
patterns
for
Velocity,
Duration,
and
Pan
controls.
Each
step
in
the
Easy
Draw
dialog
is
then
assigned
to
one
step
of
the
sequence
(see
image
below).
H
Velocity
Sliders
control
the
input
velocity
of
each
step.
I
-
Length
Presets
GAMELAN
comes
preloaded
with
a
number
of
length
presets.
These
can
set
all
steps
to
any
subdivision
or
automatically
halve
or
double
the
length
of
each
step.
J
Length
Values
the
length
value
of
each
individual
step
can
be
controlled
by
assigning
it
with
this
box.
K
Arp
Type
presets
GAMELAN
comes
preloaded
with
a
number
of
Arpeggiation
Type
presets.
These
can
be
used
to
set
all
steps
to
a
single
arpeggiator
behavior.
L
Arp
Type
values
controls
the
arpeggiator
behavior
for
each
individual
step.
M
Reset
Transposition
sets
the
transposition
value
of
each
step
back
to
0.
N
Transposition
Values
adjusts
the
pitch
of
each
step
relative
to
the
note
input
in
semitones.
O
Duration
controls
the
length
of
each
note
as
it
is
played.
When
turned
to
its
max
value
the
note
will
play
back
for
the
full
duration
of
the
length
value.
When
turned
to
minimum
value
the
note
will
play
back
short.
P
Stutter
Values
controls
the
speed
of
the
stutter
for
stutter
note
types
or
for
when
the
stutter
control
is
activated
in
the
master
section.
Q
Pan
Values
Controls
the
position
of
the
selected
step
in
the
stereo
(L/R)
field.
Can
be
used
to
create
unique
positional
effects.
R
Pattern
Selector
The
Step
Animator
can
trigger
up
to
four
different
patterns.
Select
between
them
in
real
time
with
key
switches
or
with
the
buttons.
S
Pattern
Transfer
Controls
for
copy,
paste,
and
pattern
clear.
Easy
Draw
Dialog
(Click
the
Pencil
Icon
to
access)
GAMELAN
20
STEP
ANIMATOR
SETTINGS
VIEW
(click
the
gear
icon
to
view)
RANDOM
TRANSPOSE
controls
the
mode/key
the
Step
Animator
will
lock
to
when
the
random
function
is
applied.
This
applies
to
all
note
transpositions
so
that
the
preferred
mode
is
observed.
RETRIGGER
TIME
determines
the
amount
of
time
in
milliseconds
it
takes
to
trigger
a
new
note
input
after
the
previous
note
is
released.
This
is
used
to
compensate
for
the
time
it
takes
to
change
notes
or
chords.
RANDOM
STEPS/AUTO
QUANTIZE
forces
the
Step
Animator
sequence
length
to
round
up
to
the
nearest
full
bar
when
the
step
length
or
number
of
steps
is
randomized.
KEYSWITCHES
when
active,
this
button
allows
the
user
to
select
from
patterns
A-D
with
keyswitches
on
G6,
A6,
B6,
and
C7.
There
are
also
keyswitches
for
performance
techniques
such
as
stutter
and
latch,
on
G-1,
A-1,
B-1,
and
C0.
DAW/Live
Adjusts
latency
properties
of
the
instrument.
Live
incorporates
an
8ms
latency
after
note
input
before
any
playback
occurs
to
account
for
notes
being
input
with
inexact
timing.
DAW
mode
operates
with
almost
0ms
latency.
GAMELAN
21
Master
FX
Overview
&
Descriptions
GAMELAN
comes
equipped
with
a
suite
of
studio-quality
effects
that
work
across
all
Sound
Cores.
These
effects
open
the
door
to
even
more
exciting
sonic
possibilities.
Included
effects:
- STEREO
WIDENER
a
psychoacoustic
stereo
field
widener
- DYNAMICS
a
studio-grade
compressor
to
capture
transients
or
add
dynamic
motion,
and
a
transient
shifter
to
add
punch
or
modify
attack
and
sustain
transparently.
- EQ
a
3-band
semi-parametric
equalizer
- DISTORTION
add
harmonic
distortion
and
grit
to
sounds
using
saturation
- PHASER
a
powerful
modulation
effect
to
add
subtle-to-extreme
motion
to
sounds
- DELAY
a
stereo
digital
delay
effect
- REVERB
a
stereo
reverb
effect
- XY
quick
and
easy
FX
modification
or
automation
- LO-
and
HI-CUT
Filters
GAMELAN
22
XY
Soundcore
and
Master
FX
Control
A
Soundcore
FX
XY
Grid
drag
the
dot
along
the
X
and
Y
axes
to
mix
the
two
adjust
parameters
in
real
time.
This
grid
will
also
play
back
the
animation
sequence,
if
any,
assigned
to
it.
B
Master
FX
XY
Grid
see
above
C
FX
Assignment
Presets
Select
from
four
pairs
of
controls
that
the
XY
mixer
can
control.
The
first
parameter
to
appear
is
on
the
X
axis,
the
second
is
on
the
Y
axis.
This
also
appears
above
the
Master
FX
XY
grid.
Note:
Each
GAMELAN
instrument
has
different
assignable
FX
pairs,
best
suited
to
the
application
of
that
instrument.
D
Animation
Presets
Select
from
20
different
animation
presets
to
add
motion
to
the
XY
grid.
This
also
appears
below
the
Master
FX
XY
grid.
E
Soundcore
On/Off
Use
to
activate
or
deactivate
the
XY
mixers
effect
on
any
or
all
of
the
Sound
Cores.
If
the
XY
mixer
is
active
on
a
given
Sound
Core
its
button
will
glow
yellow.
GAMELAN
23
F
Playback
Speed
determines
the
length
of
time
over
which
the
mixers
animation
will
play
back.
Select
between
speed,
normal,
and
double
speed.
G
Playback
Controls
the
play
button
arms
the
grids
animation
to
begin
with
the
next
note.
The
record
button
will
begin
recording
a
new
animation
sequence
with
the
next
note.
To
create
your
own
animation
sequence:
Simply
hold
down
a
note
with
record
armed,
and
click
and
drag
the
grids
dot
along
the
axes
until
the
indicator
bar
at
the
bottom
of
the
grid
moves
completely
from
left
to
right,
indicating
a
full
sequence
has
been
recorded.
H
Trash
Icon
resets
all
FX
settings
to
their
state
when
the
XY
panel
was
opened.
This
is
useful
for
auditioning
new
settings
without
losing
the
previous
FX
settings.
I
Mixer
Settings
click
the
icon
to
access
more
settings
for
each
XY
grid
(see
below).
A
Axis
Strength
Use
these
knobs
to
scale
the
amount
the
X
and
Y
axis
of
the
grid
affect
the
corresponding
parameter
by.
Example:
To
reduce
the
amount
that
the
X
axis
can
change
the
present
setting
of
hi-cut
by,
simply
reduce
the
value
of
the
X
strength
knob.
B
CC
Assignment
The
XY
mixer
can
also
control
external
MIDI-compatible
software
or
hardware
(with
a
proper
interface).
Simply
assign
each
axis
to
a
CC
value
to
begin
sending
MIDI
data
out.
C
Loop
Animation
sequences
can
loop
or
play
back
only
once.
To
play
back
only
once,
toggle
the
switch
to
the
off
position.
To
loop
from
start
to
finish
and
then
start
over,
use
the
middle
position,
or
to
loop
from
start
to
finish
to
start
(back
and
forth)
use
the
bottom
position.
D
Retrigger
Time
determines
the
amount
of
time
between
the
last
note
being
released
and
the
animation
resetting
to
its
starting
step.
Short
retrigger
times
cause
the
sequencer
to
reset
almost
immediately
after
the
last
note
is
released,
while
the
long
setting
will
allow
more
fluid
use
of
XY
animation
between
note
releases.
GAMELAN
24
EQ
3-band
Equalizer
Presets
Choose
an
EQ
preset
from
the
dropdown
menu.
GAIN
The
boost
or
attenuation
at
the
selected
frequency.
FREQ
Frequency
center
of
the
band.
The
exact
center
frequency
is
displayed
in
the
info
box
in
the
upper
left.
(See
below)
BANDWIDTH
The
width
of
the
band.
Determines
how
many
surrounding
frequencies
are
also
boosted/cut.
GAMELAN
25
COMPRESSOR
COMPRESSOR
SECTION
Presets
Choose
a
COMPRESSOR
preset
from
the
dropdown
menu.
THRESHOLD
Sets
a
level
above
which
the
compressor
starts
reducing
peaks.
Signals
above
the
threshold
are
affected,
those
below
are
unaffected.
RATIO
X:1
Determines
the
amount
of
compression.
ATTACK
Sets
how
quickly
the
compressor
kicks
in
after
input
signal
exceeds
the
threshold.
RELEASE
Sets
how
quickly
the
compressor
stops
when
the
input
signal
falls
below
the
threshold.
TRANSIENT
SHIFTER
SECTION
ATTACK
Emphasizes
or
de-emphasizes
the
transient,
independent
of
level
RELEASE
Emphasizes
or
de-emphasizes
the
sound
after
the
transient,
independent
of
level
OUTPUT
Sets
the
output
level
of
the
overall
processed
effect.
GAMELAN
26
DISTORTION
Distortion
&
Saturation
TONE
Adjust
overall
presence
of
the
signal.
BASS
Adjust
the
balance
of
low
frequencies.
CLEAN
Blend
in
a
dry/undistorted
signal.
DRIVE
Determines
the
crunch
factor.
The
amount
of
distortion.
BRIGHT
Adjust
the
balance
of
high
frequencies.
OUTPUT
Sets
the
output
level
of
the
overall
processed
effect.
GAMELAN
27
PHASER
SPEED
Sets
the
modulation
rate
of
the
effect
in
Hz.
DEPTH
Sets
the
range
of
the
effect.
FEEDBACK
Determines
the
swirl
of
the
effect.
PHASE
Determines
where
in
the
wave
the
effect
begins.
By
default
this
is
set
to
45
degrees
out
of
90.
DRY/WET
Sets
how
much
phase
is
applied
to
the
mix
relative
to
the
original
signal.
GAMELAN
28
DELAY
TIME
Sets
the
time
resolution
of
the
delay
based
on
rhythmic
values.
DAMPING
Reduces
high
frequencies
in
the
delayed
signal.
PAN
Sets
a
panning
effect
where
consecutive
repeats/echoes
alternate
between
left
and
right
channel.
FEEDBACK
Sets
the
amount/presence
of
repeating
echoes.
DRY/WET
Sets
how
much
delay
is
applied
to
the
mix
relative
to
the
original
signal.
GAMELAN
29
REVERB
SIZE
Changes
room
size.
COLOR
Determines
the
type
of
material
used
to
construct
the
room.
DAMPING
Sets
the
amount
of
absorption
in
the
room.
Higher
values
=
more
absorption.
PREDELAY
Adds
a
short
amount
of
delay
before
the
effect
takes
place.
STEREO
Adjusts
the
width
of
the
reverbs
spatial
image.
MIX:
DRY/WET
Determines
the
balance
of
affected
and
unaffected
signal.
Can
be
used
to
make
up
volume
lost
when
adding
significant
amounts
of
reverb.
Use
the
WET
knob
to
increase
or
decrease
the
amount
of
reverb.
PRESETS
In
the
lower
left,
choose
a
Reverb
preset
from
the
dropdown
menu
or
toggle
left
&
right.
GAMELAN
30
TIPS
&
TRICKS
GAMELAN
can
be
loaded
into
the
full
retail
Kontakt
5.5
or
higher,
which
is
a
separate
application
not
included,
but
which
may
be
purchased
from
Native
Instruments.
This
provides
you
the
ability
to
customize
the
internal
sample
programming
and
effects.
If
you
own
Kontakt
5,
you
can
load
this
library
and
experiment,
stretch,
layer,
alter
loop
lengths,
and
apply
additional
effects
to
each
instrument.
Slight
alterations
in
instrument
programming
may
improve
sample
playback
for
your
software
and
desired
effect.
Customized
instruments
should
be
saved
with
a
new
unique
name
so
the
originals
are
preserved.
There
are
many
sonic
possibilities
buried
deep
within
GAMELAN
waiting
to
be
discovered,
but
if
you
are
just
starting
out
or
in
a
hurry,
we
suggest
trying
out
the
instrument
presets
for
a
true
taste
of
GAMELAN.
Consider
reducing
the
release
time
for
instruments
that
are
animated
when
you
desire
to
play
melodic
or
fast
changing
musical
lines.
A
shorter
release
will
allow
sequenced
effects
to
retrigger
from
the
start
of
their
pattern;
otherwise
they
will
latch
onto
the
sequencers
current
location.
This
will
also
help
reduce
Kontakts
voice
count
(polyphony)
resulting
in
reduced
CPU/DISK
load.
The
convolution
effect
can
be
used
to
add
impressive
depth
to
sounds
easily.
Save
your
favorite
settings
as
Presets,
or
to
access
them
even
more
quickly
from
the
Kontakt
instrument
browser,
save
them
as
NKI
files
directly
into
the
GAMELAN
instruments
folder.
Save
CPU
power
by
turning
off
unnecessary
or
inactive
soundcores.
Make
extra
thick
sounds
by
loading
the
same
soundcore
preset
into
two
or
more
soundcores
and
using
the
pitch
feature
to
detune
one
slightly,
then
pan
them
across
the
stereo
field.
TROUBLESHOOTING
If
something
doesn't
seem
to
work
correctly,
there
must
be
a
logical
reason
for
it.
Native
Instruments
software
is
tested
on
a
variety
of
computers
and
configurations
to
ensure
proper
function.
Having
said
that,
there
are
an
infinite
number
of
possible
computer
setups
and
within
them
any
number
of
compatibility
issues,
software
conflicts,
hardware
problems,
and
so
on.
Performance
issues
-
If
your
CPU
becomes
bogged
down
during
playback
causing
audio
popping,
glitches,
or
dropouts,
try
the
following
suggestions:
When
auditioning
instrument
presets,
give
GAMELAN
time
to
buffer
the
sound
by
waiting
about
2
seconds.
If
you
play
a
note
before
letting
it
load
fully,
you
will
hear
glitches
or
pops
in
the
sound.
To
operate
the
3D
mixer
without
clicks,
pops,
and
errors,
your
DAWs
IO
Buffer
size
must
be
set
to
128
samples
or
higher.
If
using
Kontakt
in
standalone
mode,
the
audio
latency
should
be
set
as
low
as
your
computer
can
handle
without
causing
errors.
Try
turning
off
any
convolvers
that
are
ON
within
the
soundcores.
Reduce
the
number
of
voices
in
each
instrument
on
the
instrument
interface.
Shorten
the
release
time
on
each
soundcore
from
the
ADSR.
Set
the
Kontakt
CPU
overload
protection
to
relaxed
or
medium
etc.,
and/or
set
the
appropriate
multiprocessor
settings
from
the
Engine
settings
tab
under
Kontakts
Options
menu.
Adjust
the
latency
slider
under
Audio
settings
tab
from
Kontakts
Options
menu.
If
you
have
more
than
2GB
of
RAM,
experiment
with
the
KMS
Kontakt
Memory
Server
settings
from
the
Memory
tab
under
Kontakts
Options
menu.
For
unresolved
issues,
including
authorization
and
installation
troubleshooting,
visit
support
page
at
www.samplelogic.com/support,
or
send
us
an
e-mail
at:
support@samplelogic.com
GAMELAN
31
Credits
Sample
Logic,
LLC
Joe
Trupiano
Keith
Robinson
Doug
Schadt
Klaus
Baetz
Ingo
Holmes
Gamelan
Sekar
Jaya
Ensemble
Dann
Michael
Thompson
Recording
Engineer,
Skywalker
Sound
Scoring
Stage
Judy
Kirschner
Assistant
Engineer
Pak
Arnawa
&
Wayne
Vitale
-
Performers
www.samplelogic.com
GAMELAN 32