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^ Increase the settings above 35 msec. Can you hear the discrete delays?
^ If the unit has a phaser setting, turn it on . . . how does it sound different?
^ Now change the delay settings a little faster to create a wacky flange effect. If the unit
has a flange setting, turn it on. Try playing with the time-based settings that affect its
sweep rate. . . . Fun, huh?
Reverb
In professional audio production, natural acoustic reverberation is an extremely important
tool for the enhancement of music and sound production. A properly designed acoustical
environment can add a quality and natural depth to a recorded sound that often affect the
performance as well as its overall sonic character. In those situations where there is little, no,
or substandard natural ambience, a high-quality reverb device or plug-in (Figure 12.41) can be
extremely helpful in filling out and giving the production a sense of dimensional space and
perceived warmth. As we learned in Chapter 3 (Studio Acoustics and Design), reverb is closely
spaced and random multiple echoes that are reflected from one boundary to another within
a determined space (Figure 12.42). This effect helps give us perceptible cues as to the size,
density, and nature of a space (even though it might have been artificially generated). These
cues can be broken down into three subcomponents:
^ Direct signal
^ Early reflections
^ Reverberation
474 Modern Recording Techniques
60-dB decay
Main reverberation
Level
0.5
sub rev
e.rfl
Early reflection (ch-1) delay time E.rfl
Early reflection (ch-2) delay time Sub rev
Reverberation time Pre dly Reverb time
Time
The direct signal is heard when the original sound wave travels directly from the source to
the listener. Early reflections are the first few reflections that bounce back to the listener from
large, primary boundaries in a given space. Generally, these reflections are the ones that
give us subconscious cues as to the perception of size and space. The last set of reflections
makes up the signal’s reverberation characteristic. These sounds are comprised of zillions of
random reflections that travel from boundary to boundary within the confines of a room.
These reflections are so closely spaced in time that the brain can’t discern them as individual
reflections, so they’re perceived as a single, densely decaying signal.
Reverb Types
By varying program and setting parameters, a digital reverb device can be used to simulate a
wide range of acoustic environments, reverb devices, and special effects. A few popular
categories include:
^ Hall—Simulates the acoustics of a concert hall. This often is a diffuse, lush setting with a
longer RT60 decay time (the time that’s required for a sound to decay by 60 dB)
^ Chamber—Simulates the acoustics of an echo chamber. Like a live chamber, these
settings often simulate the brighter reflectivity of tile or cement surfaces.
^ Room—As you might expect, these settings simulate the acoustics of a mid- to large-sized
room. It’s often best suited to intimate solo instruments or a chamber atmosphere.
^ Live (stage)—Simulates a live performance stage. These settings can vary widely but often
simulate long early-delay reflections.
^ Spring—Simulates the low-fidelity ‘‘boingyness’’ of yesteryear’s spring reverb devices.
^ Plate—Simulates the often-bright diffuse character of yesteryear’s metallic plate reverb
devices. These settings are often used on vocals and percussion instruments.
^ Reverse—These backward-sounding effects are created by reversing the decay trail’s
envelope so that the decay increases in level over time and quickly cut off at the tail-
end . . . yielding a sudden break effect. This can also be realistically created in a DAW by
reversing a track or segment, applying reverb . . . and then reversing it again to yield a true
backward reverb trail.
Chapter 12 Signal Processing 475
^ Gate—Cuts off the decay trail of a reverb signal. These settings are often used for
emphasis on drums and percussion instruments.