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Reverb Reverb is an attempt to simulate the natural reverberation of sound in any enclosed space. Typically, a clear single echo is more likely to be heard in the open air, when sound reflects off a single surface such as a building or cliff. In a room or hall, each sound will reflect off several surfaces at various distances, giving a very large number of echoes which mix together to give the natural reverberation of the environment. Typically, the surfaces will colour the sound as they reflect it, and if they are not flat they will reflect the sound in several directions. Calculating all this accurately would need a super-computer. A useful approximation can be made with some comb filters (for the coloration) and delays. The Reverb in Audio Evolution offers three levels of complexity: 1: 4 comb filters, 1 delay (allpass) 2: 5 comb filters, 2 allpass 3: 8 comb filters, 4 allpass The more filters are used, the more CPU power is needed. Even with a fast CPU, you will not be able to apply Reverb to more than a few tracks in real time. If this is a problem, you can either use an Aux channel, or master the required tracks (not in real time). The Wet control is the amount of Reverb that is mixed with the main signal - a room with little reverberation is said to be "dry". The Trim control is a level control to be used in case of overloading. |
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