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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 obstacle 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 Online
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 sus-
pended 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 reverbera-
tion is picked up by contact microphones. The Intellifex Online 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 example, a
room which is made up of primarily hardened surfaces (such as tile or hard wood) will gener-
ate 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
Online 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 indepen-
dently 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.