Reverberator
Signal Processors
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- Decay Knob Sets the reverberation length.
- Room Size Selector Changes between the four preset spaces.
- Early Reflections 1 and 2 Knobs Shifts the delay time for the first two wall reflections.
- Diffusion Knob Controls how smoothly the echoes blend together.
- Early/Late Knob Balances the volume to emphasize early or late reflections.
- Low-Cut Knob Controls how much the walls absorb low frequencies.
- High-Cut Knob Controls how much the walls absorb high frequencies.
- Mix Knob Adjusts the proportion of dry (input) and wet (reverberated) signal in the output.
- Reverberator Inputs Signal to be reverberated (stereo). For mono signals, use the left input.
- Reverberator Outputs Reverberated signal (stereo). For mono signals, use the left output.
Overview ⚓︎
The Reverberator recreates the effect of sound reflections on the walls of a room or hall. These reflections add space to the sound, making it warmer, deeper, and more realistic, as instruments are typically heard with the natural acoustics of a room.
This module implements the same algorithm as the built-in Reverb output effect available in the Effects module of the standalone application and instrument plug-in. For adding reverb to an instrument patch to improve its sound with headphones, we strongly suggest using the built-in reverb as it will be much more CPU efficient if polyphony is enabled on the patch. This module should only be used when you need to apply real-time modulation to one of the reverb parameters, or when you are looking for a specific reverb sound that can’t be achieved with the built-in reverb.
In Depth ⚓︎
Display ⚓︎
The display at the top of the module offers a quick visual overview of the current reverb settings. It does not show the exact amplitude or timing of each reflection but provides a general sense of the reverb’s character.
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The orange line represents the direct signal, while the rest of the display shows the room response. The room response is divided in two parts: the first two lines represent the first two wall reflections (early reflections), and the rest represent the late reflections, which become increasingly dense and diffuse as the reverb decays.
Reverb Settings ⚓︎
Room Size selects between one of four room volumes, from small to large: Studio, Club, Hall, and Arena. Room geometry affects both the early reflection delay times and the maximum decay time. In the display, this is represented by a change in the vertical grid density.
Decay, Low-Cut and High-Cut change the absorption characteristics of the walls. A longer decay simulates a room with walls that reflect sound waves more readily, which is shown in the display as a change in the length of the late reverberation. In a real room, the reverberation time varies across the frequency spectrum, with walls generally being more absorbent at very low and high frequencies. This can be fine-tuned with the Low-Cut and High-Cut knobs.
Early Reflections 1 and 2 adjust the delay time of the first two reflections. This effectively changes the geometry of the room. Modulating them with the sine or triangular output of a LFO creates a pleasing chorusing effect.
Diffusion affects by how much late reflections blend into each other. From a physical standpoint, a more complex room geometry will increase diffusion. In the display, this is shown as a change in the color gradient intensity.
Early/Late changes the balance between the early and late reflections. The middle position is calibrated to sound like a real physical space.
Mix adjusts the balance between the direct signal and the room response, changing the perceived distance between the sound source and the listener.