Upgrade Manual
Appendix A: "Audio Plugins" 75
After the first reflections, comes a build up of more closely spaced echoes from
secondary reflections bouncing between the room surfaces. As the reverb
decays, the echo density builds up into a final sheen of hundreds of ever-quieter
echoes.
The Reverb knobs can be adjusted to emulate various types of rooms.
Pre-Delay:
The delay before the onset of first reflections.
Rvb Time:
The time it takes for reverb to decay. Reverb Time is usually
measured as RT60, the time it takes for reverb to decay to a level -60 dB below
the dry signal level.
Rvb Density:
The density of low-level echoes near the end of the reverb tail.
High density settings add a sheen to the sound.
HF Decay:
The rate at which the high frequencies die away as the reverb
decays. Rooms with hard surfaces do not have much high frequency decay, but
rooms with soft absorbtive surfaces have more high frequency decay.
Mix:
The proportion of dry signal to the reverb.
Peak Limit:
A peak limiter to avoid signal clipping. With most reverb settings,
clipping is not a danger, so the Peak Limiter defaults to OFF. If extreme reverb
settings cause clipping, enable the Peak Limiter.
A large hall will have long Pre-Delay, long Rvb Time, and moderate Rvb
Density.
A hard large room such as a Gymnasium, would have high Rvb Density and
little HF Decay. A soft large room like a concert hall with carpet, padded seats,
and hangings, would have medium Rvb Density and high HF Decay.
A small hard room such as a tile washroom, would have short Pre-Delay,
medium-to-long Rvb Time, high Density, and low HF Decay.
A small soft room such as a large living room, would have short Pre-Delay,
short Rvb Time, medium-to-low Density, and high HF Decay.
Echo
Echo:
A thinner effect than Reverb. Short echoes can sound like a tunnel, and
long echoes can sound like the Grand Canyon.
Delay:
The time between the original signal and the first echo.










