Reverb

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Abbreviation for reverberation, a complex blend of multiple interacting reflections within an enclosed space which combines with the direct sound from a source and defines the character of the sound in a room or hall. It is also used for a signal processor which can generate an approximation of natural reverb. (Caution: do not confuse with 'Echo' - a different effect altogether.)

 

Duration: The delay time, in ms.

 

Mix Depth: The dry is the volume of the input signal and the wet is the volume of the delayed signal, in percent. Varies from 0 to 100. If Mix Depth = 0 result signal isn't contain delayed signal. If Mix Depth = 100 result signal isn't contain input signal. Other values of Mix Depth are combination of the dry and the wet (wet = 100 - dry).

 

Feedback Gain: The feedback sets how much delay is feed back to the input. Varies from 0 to 100.

 

Reverb Gain: The level of reverberation signal in db.

 

Tap Delay: The number of taps before delay is fed back to the input.

 

Reverb Frequency: The certain frequency of the reverberation effect, in hertz.

 

How to use

-Left-click-and-drag on the select a portion of the audio

-Click Effects menu and select Reverb

 

tipTip:  It is the sound you hear in a room with hard surfaces where sound bounces around the room for a while after the initial sound stops. Reverb is used to simulate the acoustical effect of rooms and enclosed buildings. In a room, for instance, sound is reflected off the walls, the ceiling and the floor. The sound heard at any given time is the sum of the sound from the source, as well as the reflected sound. An impulse (such a hand clap) will decay exponentially.

 

For more information about reverb effect see: http://www.harmony-central.com/Effects/Articles/Reverb/