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1 Introduction
Reverb effects basically create the ambience of a certain room - this can reach from small boxes to big churches. Most reverb effects also add more stereo atmosphere to your sounds: its in the nature of any room - which is what a reverb simulates - that the reverberation echoes back to you from all sides of the room.
Simply put, Reverbs are created by a series of many delays that take into account the dampening effects and diffusion of a room. See delay effects. Effects like reverb, chorus, flanger, phaser, and delay are classified as time-based processors.
2 The different Types
- Plate Reverb
- Electromechanical reverb in use since the 1940s. Consists of a huge suspended plate of (usually) thin steel, with an inductor and pickup.
- Spring Reverb
- The thing with the springs. Y'know?
- Digital Reverb
- All the VST and some of the Hardware stuff.
- Impulse Reverb
- e.g. SIR. Emagic Space Designer; "Impulse Response" recordings are taken of a reverb's response to a given signal and are re-synthesized using that recording. Still digital, but a very specific kind.
3 Controls
On a Reverb unit, be it hardware or software, you will a sort of controls like these:
- Room Size
- How large the room that is simulated will be
- Decay Rate
- How long the reverberation will last
- Lowcut & Highcut
- those limit the upper and lower frequencies that are taken into account for the actual reverb sound (very low & very high frequencies sound rather unnatural when reverberated)
- Pre-Delay
- amount of time before the reverberated sound starts
- Early reflections (ER)
- short echoes before the actual reverberation starts
- Diffusion
- think of it as how many diagons the simulated room will have; the more diffusion, the more muffled is the reverb
- Dampening
- how much of the reverb sound is swallowed by the simulated rooms walls, furniture, etc. - this is often given in Hertz, a natural sounding reverb will usually have the dampening at 5kHz.
- Bell frequency
- the room may have a "resonance frequency" that is especially loud when reverberating
- Bell amount
- the intensity of the Bell frequency
- Dry out & Wet out
- the balance between the original signal vs. the reverberated sound
4 Buzz Reverb effects
Buzz has quality freeware reverbs! Explore them :)
- HD HALYverb - has a built-in simple EQ & gate
- Jeskola Freeverb++ - based on the public "Freeverb" source (hard-coded into Buzz)
- Jeskola "Raverb" - a classic Buzz reverb
- LarsHa Funkyverb - nice sounding Reverb by Lars "Protracker" Hamre
- Sonic Verb - adaptation of the Sonic Timeworks 4080L direct-x reverb by SurfSmurf & Sonic Timeworks
On a related topic...
Also Rymix's Stereobox Pro is a VERY powerful plugin for introducing/taking away/placing stereo-spread
5 Reverb Usage Examples
- Gated reverb
- one connection from snare leads direcly into the master, another one goes into a wet only and very loud & long reverb. The reverberated signal then goes into a gate that closes very "early", cutting off the long reverb tail, leaving a short, almost constant snare sound (sound example here). Gated reverb is often used to make big 80s drums.
- Reverb for vocals
- a common trick to help keeping the sung words understandable is to use a really big pre-delay.
- Using different reverbs to achieve different distances in the acoustic room
- near: short reverb with lotsa early reflections
far: long damped reverb
- Thickening up a kick with reverb
- Putting a short timed reverb that has been LP filtered down bass levels (say 200Hz or less) can make your kicks a little more flabbier. Add compression or gating to suit and watch your stereo image - you still want to retain a lot of "mono" in your kick drums.
- Saturation / Waveshaping / Distortion before reverbs
- adding any of these effects will generally yield a more coloured sound from a reverb. Also helps in gaining more presence from a gate reverb, cheesy 80s style.
- Degraded and downsampled reverb
- sick of your reverb sounding so darn clean? crusty it up with some downsampling and bit shortening effects - 12 bit @ 22025 can sound great on drums!
- Reverse Reverb
- this can be achieved by recording your 100% wet signal and reversing the waveform. It is often used as intros to vocal parts.
- The "Demon Effect"
- furthermore on reverse reverb: reverse your entire vocal sample... apply reverb to it (so that it's in the actual wav file)... and reverse the vocal sample with the reverb on it back to normal. Now every word will have reverb leading up to it, which creates a somewhat spooky ghost-like sound.
- Bounce-back Reverb
- this can be acheived by setting a very fast decay time, and setting the predelay to seperate the wet signal from the dry signal, sounding as if the reverb is bouncing back.
- True room reverb (re-amping)
- Playing a track into a room and re-recording it can be great to add real reverb to your tracks. Variable speed techniques can change the timing and frequency response: For example, play the track twice as fast, record and then slow back down to increase the reverb time by twice as much (reduces fidelity, but still a load of fun!)
- Building a reverb from a bunch of delays: a whole matrix of ninja delays is a good place to start, set to ms or samples rather than ticks.
- Mono Reverb
- yes, reverb doesn't always have to add a stereo atmosphere to your sound. Sometimes, you may want to have a mono reverb because there's already enough junk going on in the stereo panorama. This can be acheived by plugging your reverb into a Joachim Multi1 machine and setting the stereo width to 0.
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