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Table Of Contents
138 Titles and effects
Reducing the bandwidth can raise the overall level. In extreme cases, when the left and the
right channels include identical material and the bandwidth control is pushed to the
left on "mono", the result can be a level increase of 3 decibels.
extreme
same.
Raising the bandwidth (values of 100) diminishes the mono compatibility.
Audio effect dialogs
Some of the following effects can be opened individually (via the context menu), or as part
of the track or master effects rack. However, the functionality remains the
Reverb/Delay
The reverb effect device offers newly developed and very realistic reverb algorithms to add
more room depth to your recording.
Fundamentals
e
ever, it still remains important to find the correct
parameters. Here are some examples of parameters that are decisive for the sound
cts.
rence. 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".
Reverb
Reverb is probably the most important, but also the most difficult effect to generate.
Our everyday experience shows that not every room matches every instrument. Thus w
have designed "virtual" rooms. How
impression in real and virtual rooms:
Size of room: The larger the room, the longer the sound travels between walls or obje
Our brain "calculates" the size from the time diffe