The Effects
61
The Room reverb type simulates an actual room. It is the type to use when you want the most
natural, realistic reverb. Also great on vocals and percussion.
The Hall reverb type is similar to the Room reverb but simulates a concert hall. It is a little less
smooth and has some response peaks lending it a unique character. Use this when you want your
sound to stand out a little.
The Chamber reverb type simulates the sound of large, boxy chamber. It is useful when you want
a bright, resonant reverb sound.
The Plate type simulates the sound of a vintage reverb plate. These are large metal plates suspended
in a frame. An acoustic signal is launched into the plate and pickups record the sound that is
produced as it bounces around inside the metal. Plate reverbs are characterized by their smooth yet
bright sound and were popular in the 70's and 80's especially for vocals. The Axe-Fx Plate
simulation captures the "shiny" sound of a plate reverb but without all the complicated setup.
The Spring Type is an idealized spring reverb emulation. It is more natural sounding than a real
spring reverb and suitable for more types of program material.
The Vintage Type is a true spring reverb emulation. It has the “boing” and “chirp” of a spring reverb
but doesn’t crash when someone trips over it.
The Axe-Fx Reverb edit menu has three pages. The basic page has the most commonly used of the
parameters below. The mix page is the standard mixer. The advanced page allows for more in-depth
editing and contains all the adjustable parameters (except for the mixer parameters).
Parameters
TYPE - Selects the reverb type. The are six basic types with three variations for each type, small,
medium, and large. Each type sets the parameters below to a preset value. You can override the
parameter values afterward but if you then change the type the values will be reset to the default
values for that type.
TIME - Sets the reverb decay time. This is the amount of time for the reverb to vanish beyond the
point of perception. This is known as the t60 time, referring to the amount of time required for the
reverb to decay to 0.001 of its initial value (-60 dB).
SIZE - Sets the size of the spring, room, hall etc. This controls the length of time it takes for an echo
to bounce between the walls. Increasing this increases the echo time and also increases the delay
before the reverb starts. Small values smooth out the reverb, very small values can be used to obtain
a metallic sound. Large values can make the reverb more grainy as the time between the individual
repeats increases. Also, as the size is increased the reverb will become somewhat darker as the high
frequencies are absorbed more.
This control is important in that it actually sets the size of the room, hall, etc. that is simulated by
the algorithm. If you want the reverb to sound like a huge concert hall then best results will be
obtained by increasing this value. Of course there are no rules and you can set the size small and the
time high to obtain some interesting effects.