MX

Table Of Contents
136 Synthesizer objects
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Parameters
Rate: Modulation speed
Feedback: Feedback of filter steps
Depth: Modulation amplitude
Room reverb / Hall reverb
In the case of reverb there are two realistic simulations of natural reverberation.
Sounds receive "atmosphere" and thereby appear lively and "authentic". Room
reverb simulates a small space with high echo density. Hall reverb mimics the
typical reverb of large concert halls.
Since natural spaces never sound "static" because air molecules are
constantly moving and due to the complexity of reflection processes, both
algorithms include a modulation parameter which varies the delay time of
individual echoes and thereby affects the liveliness of the reverb impression
depending on strength.
Parameters
Decay: Reverberation length
Damp: Damping of highs, simulates absorbtion via air, wall materials, and
objects
Mod: Modulation strength.
Lo-fi
This algorithm gives the sound a little bit of "grit", or a certain measure of
signal destruction depending on its setting. An ideal partner for creative sound
design. The simulation of early digital synthesizes or samplers is equally
possible since their AD/DA converters were anything but "true" in the character
of their sound. The sample rate from the output of the lo-fi effect can be
continuously reduced and a generous measure of "aliasing" distortion can be
produced alongside the unavoidable loss of highs which results from "down
sampling". Bit resolution is clearly changeable, too.
Parameters
Rate: Sample rate
Crush: Number of bits
Low-pass: Low-pass filter at the output to smooth out induced noise