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Chapter 5: Effects Section
EFFECTS SECTION
EARLY REFLECTION GROUP
All Early Reflection programs have a single
Ambience
parameter which adds
diffusion to the individual reflections. Lower ambience settings cause reflec-
tions to become more discrete, simulating harder reflecting surfaces. The early
reflection programs are simulations of increasingly large acoustic spaces, from a
small studio (Early Refl 1) to a large room like a sound stage (Early Refl 4). The
wet mix control acts effectively as source distance control. In general, lower mix
amounts are more effective as the room size increases.
Early Reflection 1
Early Reflection 2
Early Reflection 3
Early Reflection 4
Reverse Early Reflection
More of a special effect than an acoustic simulation, Reverse ER contains a set
of exponentially increasing delay taps, creating a kind of “zip” sound at low
Ambience settings. At maximum ambience and lower wet mix values, the sound
is more authentically acoustic, with a long, delayed reflection “bloom”. The
effect is similar to a large but well damped parking garage.
SPECIAL REVERBS
These special reverbs all have a single Decay Time parameter.
Rain
Similar to a repeating delay, but with complex spatial and filtering effects
occurring across the stereo panorama. The effect on percussive sounds might be
likened to a bucket of marbles raining down on a galvanized steel roof.
Shimmer
Distantly related to the Rain effect, Shimmer causes input signals to be progres-
sively diffused in time and space across the stereo panorama. The spatial diffu-
sion is accompanied by a flanging effect. The program is highly responsive to
left or right-panned inputs. A stunning special effect with percussive sounds,
and especially through headphones.
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