13
B. REVERB SECTION
Reverb, or reverberation, is the continuance of sound within a given room or enclosed chamber after the
source of the sound has stopped producing it. More specifically, it is a multitude of echoes so densely spaced that,
to the human ear, seem as a single continuous sound. These echoes gradually decrease in intensity until they are
ultimately absorbed by the boundaries and obstacles within the room or enclosure. As the sound waves from the
signal source strike the walls or boundaries of the room, a portion of the energy is reflected away from the ob-
stacle and another portion is absorbed into it, thereby causing both the continuance of sound and the decaying or
"dying out" of the sound.
REVERB TYPES
The Intellifex LTD HUSH; REVERB configuration offers 8 different reverb types:
Plate
A
,
Plate B
,
Room A
,
Room B
,
Hall A
,
Hall B
,
Stadium
and
Dual
.
The
Plate
reverb type simulates an artificial method of producing reverberation,
popular in the early years of recording, which involved using a fairly large, but very
thin, metal plate suspended at its four corners by steel wires under tension. This metal
plate becomes excited by a driver unit (similar to a dynamic speaker without the
diaphragm) and the resulting reverberation is picked up by contact microphones.
The Intellifex LTD offers two Plate reverb types which reflect the most common plate
characteristics. This type of reverb is often used on drum and vocal tracks.
Room
reverb effects simulate various rooms of different sizes and surfaces. For ex-
ample, a room which is made up of primarily hardened surfaces (such as tile or hard
wood) will generate reflections containing much more high frequency information
than one which is made up of softer surfaces (such as thick carpeting). The Room
reverb effects offered by the Intellifex LTD can generate virtually any imaginable room
setting via highly efficient and adjustable reverb parameters.
Hall
reverb simulates the reverberation characteristics of a very large room with a high
ceiling. Reflections in a hall are much longer than a typical room, as the length of time
it takes for the sound waves to travel from one surface to the next is greatly increased.
Stadium
reverb simulates the characteristics of a large stadium or arena and should be
used with large amounts of predelay and high frequency damping.
Dual
reverb is unique in that it allows for the left and right channels to be processed
independently one another. For example, the Predelay for the left channel can be set
at 100mS while the Predelay for the right channel can be set at 200mS. This results in
reverb output from the left channel 100mS before reverb is output from the right
channel.
REVERB PARAMETERS
Reverb Input
This parameter determines whether the input to the Reverb section is
active
(passing a signal) or
muted
(not passing a signal).
Reverb Level
This parameter determines the level of the reverb signal at the output relative
to the Direct signal and any other effect signals. It is accessible from both the
Mixer function and Reverb function parameter lists.