X
Table Of Contents
- Logic Pro X Effects
- Contents
- Chapter 1: Amps and pedals
- Chapter 2: Delay effects
- Chapter 3: Distortion effects
- Chapter 4: Dynamics processors
- Chapter 5: Equalizers
- Chapter 6: Filter effects
- Filter effects overview
- AutoFilter
- EVOC 20 Filterbank
- EVOC 20 TrackOscillator
- EVOC 20 TrackOscillator overview
- Vocoder overview
- EVOC 20 TrackOscillator interface
- EVOC 20 TrackOscillator analysis in parameters
- Use EVOC 20 TrackOscillator analysis in
- EVOC 20 TrackOscillator U/V detection parameters
- EVOC 20 TrackOscillator synthesis in parameters
- EVOC 20 TrackOscillator oscillators
- EVOC 20 TrackOscillator formant filter
- EVOC 20 TrackOscillator modulation
- EVOC 20 TrackOscillator output parameters
- Fuzz-Wah
- Spectral Gate
- Chapter 7: Imaging processors
- Chapter 8: Metering tools
- Chapter 9: MIDI plug-ins
- Chapter 10: Modulation effects
- Chapter 11: Pitch effects
- Chapter 12: Reverb effects
- Chapter 13: Space Designer convolution reverb
- Chapter 14: Specialized effects and utilities
- Chapter 15: Utilities and tools
- Appendix: Legacy effects
229
Reverb eects overview
You can use reverb eects to simulate the sound of acoustic environments such as rooms,
concert halls, caverns, or an open space.
Sound waves repeatedly bounce o the surfaces—walls, ceilings, windows, and so on—of any
space, or o objects within a space, gradually dying out until they are inaudible. These bouncing
sound waves result in a reection pattern, more commonly known as a reverberation (or reverb).
The starting portion of a reverberation signal consists of a number of discrete reections
that you can clearly discern before the diuse reverb tail builds up. These early reections are
essential in human perception of spatial characteristics, such as the size and shape of a room.
Signal Discrete
reflections
Diffuse reverb tail
Time
Reflection pattern/ reverberation
Amplitude
Plates, digital reverb eects, and convolution reverb
The rst form of reverb used in music production was actually a purpose-built room with hard
surfaces, called an echo chamber. It was used to add echoes to the signal. Mechanical devices,
including metal plates and springs, were also used to add reverberation to the output of musical
instruments and microphones.
Digital recording introduced digital reverb eects, which consist of thousands of delays of
varying lengths and intensities. The time dierences between the original signal and the arrival
of the early reections can be adjusted by a parameter commonly known as predelay. The
average number of reections in a given period of time is determined by the density parameter.
The regularity or irregularity of the density is controlled with the diusion parameter.
Today’s computers make it possible to sample the reverb characteristics of real spaces,
using convolution reverbs. These room characteristic sample recordings are known as
impulse responses.
Reverb eects
12