Reverse Reverb - Mono In/Stereo Out
Reverse reverb works in the opposite fashion from normal reverb. Whereas a normal
reverb has the loudest series of reflections heard first that then become quieter over
time, the Reverse reverb has the softest reflections (essentially the tail of the reverb)
heard first, and then grows louder over time until they abruptly cut off.
Ambience Reverb - Stereo
Ambience is used to simulate the effect of a small or medium sized room without
noticeable decay. It is often used for voice, guitar or percussion.
Studio Reverb - Stereo
Much like Room reverb, Studio produces an excellent simulation of smaller, well-
controlled acoustic spaces, characteristic of the main performance areas in recording
studios. Studio is also useful with dialog and voiceover applications as well as indi-
vidual instrument and electric guitar tracks.
Arena Reverb - Stereo
Arena reverb emulates a huge physical space such as an indoor sports venue or
stadium. The characteristics of Arena reverb are long secondary reflection times and
a reduced amount of high frequency content. Arena is a mostly mid- and low-fre-
quency dominant reverb, and is an ideal selection for “special effect” type applications
that require extremely long reverb times. It is not a good choice for a very busy mix,
since it can reduce intelligibility.
Spring Reverb - Mono In/Stereo Out
A Spring reverb is created by a pair of piezoelectric crystals—one acting as a speaker
and the other acting as a microphone—connected by a simple set of springs. The
characteristic ‘boing’ of a spring is an important component of many classic rock and
rockabilly guitar sounds.
Reverb Controls
Pre Delay
Creates an additional time delay between the source signal and the onset of reverbera-
tion. This control is not intended to precisely mimic the time delays in natural spaces,
as the build-up of reverberation is gradual, and the initial time gap is usually relatively
short. For the most natural effect, the Pre Delay values should be set in the range of
10-25 milliseconds. However, if a mix is very busy or overly cluttered, increasing the
Pre Delay time may help clarify it, and set each instrument apart from each other.
Mid RT and Decay
Controls the amount of time the reverb can be heard. Higher settings increase reverber-
ation times which are usually associated with larger acoustical environments, but can
decrease intelligibility. Lower settings shorten reverb times and should be used when a
smaller apparent space or a more subtle effect is desired.
Effects Descriptions
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Effects Descriptions
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Diffusion
Controls the initial echo density. High settings of Diffusion result in high initial
echo density, and low settings cause low initial density. In a real-world situation,
irregular walls cause high diffusion, while large flat walls cause low diffusion.
For drums and percussion, try using higher Diffusion settings.
Shape & Spread
In the Hall reverbs, Shape and Spread work together to control the overall
ambience of the reverberation. Shape determines the contour of the
reverberation envelope. With Shape all the way down, reverberation builds
explosively, and decays quickly. As Shape is advanced, reverberation builds up
more slowly and sustains for the time set by Spread. With Shape in the middle,
the build-up and sustain of the reverberation envelope emulates a large concert
hall (assuming that Spread is at least halfway up, and that Size is 30 meters
or larger). Low Spread settings result in a rapid onset of reverberation at the
beginning of the envelope, with little or no sustain. Higher settings spread out
both the buildup and sustain.
Size
Size sets the build-up rate of diffusion after the initial period (which is con-
trolled by Diffusion). The Size control changes reverb sound from very large to
very small. Generally, set this control to the approximate size of the acoustic
space being created, before adjusting anything else. The size in meters is
roughly equal to the longest dimension of the space. Audio is temporarily muted
when Size is changed.
RT High Cut
Rt HC sets the frequency above which a 6dB/octave low-pass filter attenuates the
reverberated signal. It does not attenuate the reflections. High frequencies are
often rolled off with this parameter, resulting in more natural-sounding rever-
beration. Setting a low frequency for this parameter can actually shorten the
reverb time, as it damps the audio as it recirculates.
Liveliness
Adjusts the amount of high frequency content in the reverberation tails. Higher
settings increase high frequency response, creating brighter reverbs; lower set-
tings create darker reverbs with more bass frequency emphasis.
Bass Boost
Bass Boost boosts or cuts frequencies below Crossover. The amount of boost or
cut required is highly dependent on the material being processed.
Bass Boost Frequency
Sets the frequency at which the transition from Mid Rt to Low Rt takes place.
This control should be set at least two octaves higher than the low frequency you
want to boost. For example, to boost a signal at 100Hz, set Bass Boost Frequency
to 400Hz. (This setting works well for classical music.) Crossover works best
around 400Hz for boosting low frequencies, and around 1.5 kHz for cutting low
frequencies.
MX300