Chapter 5: Effects Section 45
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 reflections 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 con-
tains 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
progressively diffused in time and space across the stereo panorama.
The spatial diffusion 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.