HHIIGGHHCCUUTTFFIILLTTEERR
The input to MegaReverb algorithm is processed with a low pass filter which allows you
to “roll off” the high frequencies of your reverb effect. In general, you will want to make
your reverb effect a bit darker than the source signal, as it might otherwise sound
unnatural or even unpleasant.
MEGAREVERB MEGAREVERB
8 9
There are two frequency values indicated
above the display: The “S” value is the start
frequency of the high cut filter, which is the
lowest frequency influenced by the filter. The
“E” value is the end value. This frequency is
where you have reached the determined
attenuation.
Defines how much the input to MegaReverb is
damped in the high-frequency area. The scale
of the filter is 6dB/octave.
Sets the cut-off frequency for the algorithm’s
input filters. Use this to band-limit the early
reflection and decay characteristics of the effect.
SSPPAACCEEEEDDIITTOORR
The Space Editor defines the basic structure of the room.
In natural reverberation, the early reflection happens within the first second of the
response. This is where the sound is very clearly reflected by the walls and floors, and
you can “feel” which type of room you are in. The second stage is the reverb process.
Here the original sound is almost “lost” within millions of chain reflections – so that
even two very different rooms often sound much alike. The early reflection is actually the
part of the reverberation process that defines the room characteristics.
SSHHAAPPEEAANNDDSSIIZZEE
By clicking on the “Shape” label
above the display you will get a
pop-up window where you can
choose the shape directly.
Click the two arrowheads or click,
hold and drag in left/right directions
on the graph to select scaling factor
for the room size. Scaling factor 1. 0
is the original room factor.
Shape defines the basic room type
and early reflection pattern.
Selects readout in feet or meters.
Size sets the size of the room by
scaling the early reflection pattern.
TThheeffoolllloowwiinnggsshhaappeessaarreeaavvaaiillaabbllee::
HHaallll
Simulates the early reflection measured in the Boston Symphony Hall.
HHoorrsseesshhooee
Incorporates some ideas from the design of the Musikvereinssaal in Austria.
PPrriissmm
Has a pattern based on the conceptual “golden ratio” shoe box hall.
FFaann
Is based on the basic structure of the La Scala Concert Hall.
CClluubb
Is based on a regular small club room.
SSmmaallll
Simulates a small domestic room.
Always adjust the predelay according to the basic shape you have chosen. Small rooms with
a long predelay, for example, sound very unusual.
WWAALLLLDDIIFFFFUUSSIIOONN
Wall Diffusion determines how much coloration the walls
add to the sound. This parameter is used to increase the
reverb decay’s density. A Diffusion of 0% determines a
value related to the original sound character of the room
settings (including decay). You can change the Diffusion
with an offset of up to +/-50%.