3.0

Table Of Contents
Reverb/Echo (object FX only)
The reverb effect device offers newly developed and very realistic reverb algorithms to add more room
depth to your recording.
Reverb is probably the most important, but also the most difficult effect to generate.
Fundamentals
Our everyday experience shows that not every room matches every instrument. Thus we have designed
"virtual" rooms. However, it still remains important to find the correct parameters. Here are some
examples of parameters that are decisive for the sound impression in real and virtual rooms:
Size of room: The larger the room, the longer the sound travels between walls or objects. Our
brain "calculates" the size from the time difference. The size impression is mainly determined from
so-called first reflections and the discreet echo. We don't notice a (diffused) reverb.
The reverberation time is mainly influenced by the composition of the walls, ceilings, and floors.
This reverb time is highly frequency-dependent. For instance, the highs and mids are dampened
more in rooms with curtains, carpets, furniture, and some corners than in an empty, tiled room.
The density of the reflection. The sequence of the first reflection is particularly important. A room
with many individually recognizable echoes feels alive, especially if they are quite far apart.
The diffusion. Simple reverb machines do not take into account that reflections become more and
more complex as they develop. They blur the first echoes at the beginning, which sounds artificial
and "two-dimensional" for many signals. Our reverb effect works like a real room instead where
individual echoes can still be heard at the beginning of the reverb but then reflect amongst each
other more and more until they disappear in the signal sustain as a so-called "diffused hiss".
The presets include many rooms that were designed for certain instruments and applications and whose
internal parameters have been optimized for these applications. However, you can influence most of the
characteristics of the room using the provided sliders.
In addition to the rooms we have modeled two device types in the reverb effect that allow you to create
an artificial reverb for a longer time: Plate Reverb and Spring Reverb.
Plate reverb
A plate reverb consists of a large metal plate (often 0.5 to 1m² thick, or more) that is put into motion by
a magnet and coil system (similar to a loudspeaker). On the reverb plate, so-called "taps" are positioned
at different locations. These are pick-ups comparable to those on a guitar. Reverb plates have a very
dense sound (high diffusion); no direct echo can be heard. They are therefore ideal for percussive metal.
A plate reverb generates a smooth "pleasant effect" with vocals.
Spring reverb
You probably remember spring reverb from guitar and keyboard amps, particularly the older ones. At
the bottom of these amps, a unit consisting of two to four spirals is mounted on a vibration-free carriage.
As with the reverb plate, it uses systems for transforming the electric signal into a mechanical one. There
are different designs and sizes of spring reverb; however, they all have the same quite peculiar sound: the
typical "bloing" sound when the springs are moved, similar to splashing. When the reverb dies away the
basic pitch of the spring(s) can usually be heard quite clearly. Furthermore, the frequency range
is considerably limited due to the losses in the spirals and in the used pick-up/transmitter. Despite this,
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