Reverb
Use the Reverb to add a simulated spatial environment for your
recorded sound, like a small room or a large arena.
Wet Mix
Controls the balance between the 'wet' (all reverb) and 'dry' (unprocessed) sounds. Values range from 0-1, where the closer you get to 1, the more the balance shifts toward wet.
Decay
Sets the reverb's length. Increasing the value makes the room sound larger..
HPF (High Pass Filter)
Sets the frequency threshold for the high pass filter. When the high pass
filter is in use, it limits the range of frequencies that the reverb will affect.
Anything above the threshold is passed along to the reverb, and anything below
is not processed.
LPF (Low Pass Filter)
Sets the frequency threshold for the low pass filter. When the low pass filter
is in use, it limits the range of frequencies that the reverb will affect.
Anything below the threshold is passed along to the reverb, and anything above is
not processed.
Early reflns (Early Reflections)
Sets the number of early reflections in the processed sound to 'None,' 'Sparse,' or 'Dense.' Early reflections are the first echoes you hear in a room, and help recreate the sound of large spaces like churches and concert halls. Sparse reflections will sound more like echoes, while dense reflections will create a thicker reverb. Choosing 'None' disables early reflections altogether. The Sparse and Dense settings place an even greater strain on your computer's processor than reverb does normally, so use this only if you're sure it creates the result you are looking for.
Use HPF
Determines whether the effect should use its high pass filter. When this is set to 'Y' (for Yes), the reverb will use the high pass filter described above. When set to 'N,' the reverb doesn't use the filter.
Use LPF
Determines whether the effect should use its low pass filter. When this is set to 'Y' (for Yes), the reverb will use the low pass filter described above. When set to 'N,' the reverb doesn't use the filter.
See Also:
Adding Effects in Real-time
Adding Offline Effects
Effects Tutorial
|
|