2013

Table Of Contents
248
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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