Reverb

Reverb allows you to recreate the space that is typically lost with close-miking techniques. It may also be used to create effects by placing sounds in spaces where they would normally never be heard.

What do you want to do?

Apply a simple reverb

  1. Open the Sonic Foundry Reverb dialog.

  2. Choose a preset from the Name drop-down list, or adjust the controls as desired:

  3. a. Choose a Reverberation mode from the drop-down list.

These modes are the basic types of reverb simulation available to you in the Reverb dialog. Rather than determine the length of the reverb, these modes determine parameters such as diffusion and the reflective patterns of the echoes that make up a reverb.

  1. b. Drag the Dry out fader to set the level of the unprocessed signal that will be mixed into the output.

  2. c. Drag the Reverb out fader to set the level of the processed signal that will be mixed into the output.

  3. d. Choose an Early reflection style from the drop-down list, and drag the Early out slider to adjust the early reflections mixed into the output.

Early reflections are the first reflections you hear when a sound is created in a space. These reflections have typically only bounced once before reaching your ears. The human ear uses these first reflections to judge the size of the space.

  1. e. Drag the Decay time slider to specify the length of the reverb. Decay time is the time it takes for the reverb to decay to -60 dB below its initial level. Typically, anything over three seconds is a very long reverb. Most small rooms have decay times of less than one second.

  2.  f. Drag the Pre-delay slider to specify the time between the initial sound and the start of the reverb. Pre-delay is another parameter that gives the human ear cues about how big a space is. Long Pre-delay times are usually associated with large spaces.

Adjust the placement of the source and reverb signals

You can adjust the Dry out, Reverb out, and Early out faders to sculpt the sound and place the source closer to or farther from the listener in the space you have created. A higher balance of dry signal will make the source sound closer. A higher balance of reverb will place the source farther away in the space.

Apply high- and low-pass filters

Reverb tends to lose high- and low-frequency material as it is reflected in a space. You can apply high- and low-pass filters to your signal to simulate the frequency loss of a space.

Select the Attenuate bass freqs. below check box and drag the slider if you want to filter low frequencies. Sounds below the specified frequency will be attenuated.

Select the Attenuate high freqs. above check box and drag the slider if you want to filter high frequencies. Sounds above the specified frequency will be attenuated.

Dull rooms will typically attenuate high frequencies starting around 4000 Hz. Brighter rooms will begin attenuation at higher frequencies.