User Manual
Effects Descriptions
21
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 individual 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-frequency 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
reverberation. 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
reverberation times which are usually associated with larger acoustical environ-
ments, 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.
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
MX400