Lite Reverb - E-Mu 404 Owner's Manual

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5 - Effects
Core Effects Descriptions

Lite Reverb

Reverberation is a simulation of a natural space such as a room or hall. The Lite Reverb
algorithm is designed to simulate various rooms and reverberation plates while using
fewer DSP resources than the Stereo Reverb. Up to five Lite Reverbs can be used at once.
Decay time defines the time it takes for the reflected sound from the room to decay or
die away. The diagram below shows a generalized reverberation envelope.
Early Reflections
After a short pre-delay period, the echoes from the closest walls or ceiling are heard.
These first echoes, or Early Reflections, vary greatly depending on the type of room. Some
time after the early reflection cluster ends, the actual Reverberation (a dense cloud of
complex wall reflections) begins and decays according to the time set by the Decay Time
parameter. The Reverberance parameter controls the density and smearing of both the
early reflections and the reverberation cloud.
High frequency energy tends to fade away first as a sound is dissipated in a room. The
High Frequency Decay Factor adjusts the time it takes for the high frequency energy to
die away and thus changes the characteristics of the room. Rooms with smooth, hard
surfaces are more reflective and have less high frequency damping. Rooms filled with
sound absorbing materials, such as curtains or people, have more high frequency
damping.
The Low Frequency Decay Factor parameter adjusts the time it takes for the low
frequencies to die away. This control adjusts the "boominess" of the room.
Parameter
Decay Time
HF Decay Factor
LF Decay Factor
Early Reflections
Reverberance
54
Reverberation
Description
Sets the reverb decay time. Range: 0% to 100%
Sets the rate at which high frequencies die away. The high
frequencies last longer as the percentage is increased.
Range: 0% to 100%
Sets the rate at which low frequencies die away. The low
frequencies last longer as the percentage is increased.
Range: 0% to 100%
Sets the volume of the initial wall reflections.
Range: 0% to 100%
Sets the amount of scattering of the early reflections and
the reverberation cloud. Range: 0% to 100%
Time
Creative Professional

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