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living room, hall or cathedral. Six different algorithms
are offered in Dune 2:
Type
•
Ambience
is a program useful for subtle reverbs
of short to medium duration, e.g. 1-2 sec.
•
Big Room
simulates a large room, designed for
a reverb time around 1 sec.
•
Chapel
simulates a larger chapel, good for re-
verb times of 2-3 sec.
•
Gated Room
is a special-purpose program giv-
ing the impression of a very small space, ending
abruptly.
This program is limited to a maxi-
mum reverb time of approximately 0.5 seconds
and should be used with some predelay for best
effect.
•
Plate
is a highly diffuse reverb program, it does
not simulate a particular space.
•
Hall
simulates
a
hall
of
various
sizes
(Small/Medium/Large).
The algorithm works
well with reverb times of 3-5 seconds and above.
•
Slapback Hall
simulates a hall with strong
early reflections occurring after a few millisec-
onds.
•
Stadium
simulates a very large reverberant
space.
Predelay
Adjusts the onset of the reverberated signal. When set
to zero, the reverberated signal commences almost im-
mediately. Higher settings delay the signal, which can
be useful to change the perception of the room size.
Time
This parameter adjusts the reverb time in seconds. Re-
verb time is defined as the time it takes the wet signal
to reach -60 dB. Note that the displayed value is an
approximation, and that other parameters like high-
frequency damping can shorten the perceived reverb
time.
HF Damp
The high-frequency damp parameter changes the sim-
ulated room’s wall materials. Low settings correspond
to reflective walls (bright, uncolored sound), high set-
tings to very absorbent walls (progressively darker tim-
bre).
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DUNE 2 User’s Manual
Summary of Contents for DUNE 2
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