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Lite Reverb<br />
Reverberation is a simulation of a natural space such as a room or hall. The Lite Reverb<br />
algorithm is designed to simulate various rooms and reverberation plates while using<br />
fewer DSP resources than the Stereo Reverb. Up to five Lite Reverbs can be used at<br />
once.<br />
Decay time defines the time it takes for the reflected sound from the room to decay or<br />
die away. The diagram below shows a generalized reverberation envelope.<br />
Early Reflections<br />
Late Reverb<br />
Parameter Description<br />
5 - Effects<br />
Core Effects Descriptions<br />
E-MU PCI Digital Audio Systems 73<br />
Time<br />
After a short pre-delay period, the echoes from the closest walls or ceiling are heard.<br />
These first echoes, or Early Reflections, vary greatly depending on the type of room.<br />
Some time after the early reflection cluster ends, the actual Reverberation (a dense cloud<br />
of complex wall reflections) begins and decays according to the time set by the Decay<br />
Time parameter. The Reverberance parameter controls the density and smearing of<br />
both the early reflections and the reverberation cloud.<br />
High frequency energy tends to fade away first as a sound is dissipated in a room. The<br />
High Frequency Decay Factor adjusts the time it takes for the high frequency energy to<br />
die away and thus changes the characteristics of the room. Rooms with smooth, hard<br />
surfaces are more reflective and have less high frequency damping. Rooms filled with<br />
sound absorbing materials, such as curtains or people, have more high frequency<br />
damping.<br />
The Low Frequency Decay Factor parameter adjusts the time it takes for the low<br />
frequencies to die away. This control adjusts the “boominess” of the room.<br />
Decay Time Sets the reverb decay time. Range: 0% to 100%<br />
HF Decay Factor Sets the rate at which high frequencies die away. The high<br />
frequencies last longer as the percentage is increased.<br />
Range: 0% to 100%<br />
LF Decay Factor Sets the rate at which low frequencies die away. The low<br />
frequencies last longer as the percentage is increased.<br />
Range: 0% to 100%<br />
Early Reflections Sets the volume of the initial wall reflections.<br />
Range: 0% to 100%<br />
Reverberance Sets the amount of scattering of the early reflections and<br />
the reverberation cloud. Range: 0% to 100%