12
from the right channel. In those cases
EDIT B
ENGINE L
or
EDIT B ENGINE R
means that you select
EDIT B
and the left or right engine. If we only state
EDIT B
for instance then the selection of the left or right
engines does not play a role.
1.4.1 Reverb and delay algorithms
Cathedral
: Reverb program that generates long and dense reverberation, much like the natural reverb
ambience found in churches or cathedrals. Particularly suitable for solo instruments and voices.
Varia-
tion
modifies the decay time,
EDIT A
adjusts the differences between tiled and angular walls (diffusion),
while
EDIT B ENGINE L
governs the early reflections and
EDIT B ENGINE R
the brilliance of the
reverb signal.
Plate
: The sound of early reverb plates. The decay time can be set from 0-9 s using
VARIATION
.
EDIT A
determines the pre-delay by changing the perceived size of the room,
EDIT B
uses
ENGINE L
to enhance the stereo image and
ENGINE R
to modify the room brilliance. A classic reverb program for
drums and solo voices.
Small Hall
: Simulation of a small, highly reverberating hall. Use short reverb times (
VARIATION
) to
process drum instruments or medium reverb times to enhance wind instruments.
EDIT A
controls diffu-
sion,
EDIT B
early reflections (
ENG. L
) and stereo width (
ENG. R
).
Room
: You can clearly hear the walls of this room as they are reflecting the sound. Their characteristics
can be changed with
EDIT B
(from reflective (tiles, marble) to absorbent (carpets, curtains). Use
VARIA-
TION
(reverb time / room size) to create any room typefrom small store rooms to large living rooms.
EDIT A
governs the pre-delay. A useful program for reverb that isnt directly noticable (rap, hip hop
vocals) or to make dry recordings of instruments sound natural again. Very all-round effect.
Studio
: Middle to large rooms that can be modified in their wall characteristics (
EDIT B, ENG. R
), early
reflections (
EDIT B ENG. L
), position of sound source (= pre-delay:
EDIT A
) and size (
VARIATION
).
Creates a natural and multipurpose sound.
Concert
: Use
VARIATION
(reverb time) to create a small theater or large concert hall, determine the
distance to the stage (= predelay:
EDIT A
), the distance to neighboring walls (= early reflections:
EDIT B ENG. L
) and their structure (= diffusion:
EDIT B ENG. R
).
Stage
: Wonderful reverb, for example, to provide keyboard pads or acoustic guitars with width and
depth (
EDIT B ENG. R = stereo width
), and to make them sound fresher (
EDIT B ENG. L = bril-
liance
). Additionally, you can set the reverb time with
VARIATION
and the diffusion with
EDIT A
.
Designed for live applications and mixdown.
Vocal
: Rich and dense reverb with middle reverb times (
VARIATION
) giving solo voices their finishing
touch.
EDIT A
controls pre-delay,
EDIT B Eng.L
early reflections
and
EDIT B ENG
. R brilliance.
Percussion
: This dense reverb is characterized by pronounced early reflections which make it very
suitable for dynamic signals (drums, percussion, slap bass, etc.). Apart from diffusion (
EDIT A
) and
reverb time (
VARIATION
) you can create interesting effects using the separately adjustable decay time
of high-frequency portions (
EDIT B
), which make the reverb more, or less audible.
Stereo Delay
: Here, the input signal is delayed by as much as 5.1 s. Use
VARIATION
for a rough
setting from 0 ms to 5.1 s. Use
EDIT A
to adjust the delay time in milliseconds (in steps of 5 ms up to
VARIATION 6, then 10 ms).
EDIT B
determines the amount of effect signal that is fed back to the effect
(input signal is repeated several times with decaying intensity). The maximum feedback is limited to
avoid feedback loops.
Stereo Ping-Pong Echo
: Much like the delay effect, echo repeats the input signal with decaying
intensity. However, here the echoes lose brilliance with each repetition, which simulates the trendy
vintage effect produced by tape echo units that were widely used in the pre-digital era. Additionally, the
reflections are alternatingly routed to the left and right channels so as to produce a kind of stereo
effect.
1. INTRODUCTION
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