October 2024: Fractal Audio's VP4 Virtual Pedalboard has been added to the wiki.

Difference between revisions of "Reverb block"

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__TOC__
 
__TOC__
[[image:Iii-reverb.jpg|350px|link=]]
+
=Reverb block=
[[Image:Reverb block.png|400px]]
 
  
=Available on which products=
+
'''Axe-Fx III''': 2 blocks, 4 channels<BR>
 +
'''FM3''': 1 block, 4 channels<BR>
 +
'''FM9''': 2 blocks, 4 channels<BR>
 +
'''VP4''': 2 blocks, 4 channels
  
* '''Axe-Fx III''': 2 blocks
+
'''Axe-Fx II''': 2 blocks, X/Y<BR>
* '''FM3''': with Amp block: 1, without Amp block: 2
+
'''AX8''', '''FX8''': 2 blocks, X/Y<BR>
* '''Axe-Fx II''': 2 blocks
+
'''FX8''': 2 blocks, X/Y
* '''AX8''': 1 block
 
* '''FX8''': 2 blocks
 
* '''[[FAS-FX Reverb plugin]]'''
 
  
=Channels or X/Y switching=
+
=Reverb types=
  
* '''Axe-Fx III''' and '''FM3''': 4 channels
+
[[Image:Reverb block.png|450px]]
* '''Axe-Fx II''': X/Y
 
* '''AX8''': X/Y
 
* '''FX8''': X/Y
 
  
=FAS-FX Reverb plugin=
+
; Spring  : A spring reverb in a guitar amp or standalone reverb tank.
 +
; Room    : A natural realistic short reverb in a room.
 +
; Chamber : A bright, resonant reverb natural reverb in a boxy chamber.
 +
; Hall    : A natural long reverb in a concert hall. Similar to Room but a little less smooth and with some response peaks. Use this when you want your sound to stand out.
 +
; Plate  : A vibrating reverb plate with a smooth sound.
 +
; Studio  : A classic digital studio reverb units.
 +
; Tunnel  : A natural reverb in a long, narrow space tunnel, great for special effects.
 +
 
 +
Some of the types are modeled after famous reverb units:
 +
 
 +
; London Plate : Based on the EMT 140 plate reverb, used on [https://thegearforum.com/threads/fractal-talk.2745/post-130249 Pink Floyd albums].
 +
; Sun Plate : Probably based on the plate reverb used on in Sun Studio.
 +
; North and South Church : Inspired by the [http://forum.fractalaudio.com/threads/north-and-south-church-on-fas-verb.120766/#post-1437068 Bricasti].
 +
 
 +
All reverb types as (from the VP4):
 +
 +
[[image:VP4reverbs.jpg|link=|600px]]
 +
 
 +
<blockquote>
 +
'''FRACTAL AUDIO QUOTES'''
 +
<HR>
 +
<blockquote>
 +
[http://forum.fractalaudio.com/threads/fas-uad-ocean-way-studio-plugin.125521/#post-1493632]
 +
The reverb block in the Axe-Fx is very powerful. Turn the Early Level up and the Late Level down and you can hear the different "spaces". There's a variety of room shapes from almost square to long and narrow along with plates and springs. The Size parameter allows you to scale the dimensions.
 +
</blockquote>
 +
 
 +
Referring to David Griesinger:
 +
<blockquote>
 +
[http://forum.fractalaudio.com/threads/is-the-new-reverb-classed-as-a-convolution-reverb.92501/#post-1111995]
 +
[…]
 +
He probably knows more about reverb than everyone else combined. He's the father of the Lexicon reverbs. According to him, and I have no reason to doubt him, real reverb (i.e. reverb from a real space) is actually inferior to synthetic reverb. This is due to human perception. Real reverb (and by extension convolution reverb) actually reduces intelligibility and clarity due to the particular nature of the decay, the decay being exponential. Synthetic reverb allows one to craft the decay curve thereby rendering improved clarity. If the decay curve is flat for a period and then exponential it doesn't clutter the desired program material.
 +
 
 +
The new reverb algorithms in the Axe-Fx are based on his theories.
 +
</blockquote>
 +
 
 +
<blockquote>
 +
[https://forum.fractalaudio.com/threads/environment-simulator.172084/post-2076899]
 +
An "environment simulator" is reverb. There are dozens of different room shapes/types in the Reverb block. Turn down the late level and increase the early reflections level to hear the "room" shape.
 +
</blockquote>
 +
 
 +
<blockquote>
 +
[https://forum.fractalaudio.com/threads/10-questions-about-reverb.173557/post-2101296]
 +
The algorithm is not intended to be a binaural simulator.
 +
</blockquote>
 +
 
 +
<blockquote>
 +
[http://www.thegearpage.net/board/index.php?threads/axe-fx-iii.1907452/page-68#post-25886137]
 +
The new reverb algorithms use more CPU than those from the Axe-Fx II would use but they sound better. Also the reverb defaults to high-quality mode whereas the II defaults to normal-quality mode.
 +
</blockquote>
 +
 
 +
<blockquote>
 +
[https://thegearforum.com/threads/fractal-reverbs-what-inspired-them.2727/post-93025]
 +
All the reverbs were designed by me. A handful (i.e., North Church) were inspired by the Bricasti M7. Otherwise they weren't inspired by anything in particular.
 +
</blockquote>
 +
 
 +
<blockquote>
 +
[https://forum.fractalaudio.com/threads/effects-quality.75657/#post-924391]
 +
Studio type is a different algorithm. The algorithms are similar but the Studio type is meant to reproduce that classic synthetic reverb sound in units like Lexicon and Eventide.
 +
</blockquote>
 +
 
 +
<blockquote>
 +
[https://thegearforum.com/threads/fractal-reverbs-what-inspired-them.2727/post-93107]
 +
I read many papers on reverb algorithms and there is one by David Griesinger that talks about perceptual qualities of reverb. I then spent a lot of time working out how to apply that to our reverberator. Our reverberator design is based on a modified FDN. FDNs are easy to make sound good. The hard part is making them sound great. The hardest part is getting the attack right.
 +
</blockquote>
 +
</blockquote>
 +
 
 +
Fractal Audio explains the improved SPRING reverb algorithm and new spring reverb types:
 +
 
 +
<blockquote>
 +
'''FRACTAL AUDIO QUOTES'''
 +
<HR>
 +
<blockquote>
 +
[https://forum.fractalaudio.com/threads/axe-fx-iii-firmware-23-00-public-beta-3.198986/] New algorithm is based on a digital waveguide with scattering nodes. This algorithm achieves accurate spring reproduction recreating the iconic “drip” and flutter of classic spring tanks.
 +
 
 +
There are two internal Spring Reverb types. The type can be selected using the Tank Type parameter. This parameter defaults to the appropriate type based on the model.
 +
 
 +
The first type has all the springs in parallel. This is used by the British Spring and Studio Spring models. This is equivalent to an Accutronics Type 8 reverb tank.
 +
 
 +
The second type has a pair of springs in series in parallel with one or more pairs of springs in series. This is equivalent to an Accutronics Type 4 (four springs) or Type 9 (six springs).
 +
 
 +
For the second Spring Reverb type the reflection off the junction between the coupled springs is controlled by the Scattering parameter. Vintage Accutronics reverb tanks exhibit more reflection off the junction than modern, Asian-made reverb tanks.
 +
 
 +
The “Drip” parameter controls the dispersion of the springs.
 +
 
 +
The various models have different tone controls.
 +
 
 +
Several new models have been added. The Tube Spring model is based on a 6G15 Tube Reverb and has an authentic tone control. Studio Spring is a hypothetical spring reverb with six long springs in parallel.
  
Fractal Audio's reverb is also available as a software plugin (AAX, AU, VST): [[FAS-FX Reverb plugin]]
+
Note that the Modulation parameters have been removed as they are not compatible with the new algorithm.
  
=Reverb in the Axe-Fx III and FM3=
+
Existing presets using Spring Reverb types are reset to default values. Audition as necessary.
 +
</blockquote>
  
Reverb has been improved in firmware Ares. Also, lots of types (including various "cloud" types) haven been added.
+
<blockquote>
 +
[https://forum.fractalaudio.com/threads/axe-fx-iii-firmware-23-00-public-beta-2.198814/page-2#post-2473171]
 +
This was an algorithm I've been working on on-and-off over the years. I dusted it off a couple weeks ago and took another go at it. I finally had a couple breakthroughs this week and spent the last few days refining the algorithm and the models. It's a sort of digital waveguide technique. It models the reflections off various points on the spring and the dispersion of the waves as they travel through the spring.
 +
</blockquote>
  
Reverb defaults to high-quality on the Axe-Fx III. On the FM3, Reverb can run in high-quality only without amp modeling.
+
<blockquote>
 +
[https://forum.fractalaudio.com/threads/looking-for-a-simpler-way-to-browse-spring-reverbs.208267/#post-2600975]
 +
Typical guitar amp spring reverb time is between 2.75 and 4 seconds.
 +
</blockquote>
 +
</blockquote>
  
<blockquote>(Axe-Fx III) "The new reverb algorithms use more CPU than those from the Axe-Fx II would use but they sound better. Also the reverb defaults to high-quality mode whereas the II defaults to normal-quality mode." [http://www.thegearpage.net/board/index.php?threads/axe-fx-iii.1907452/page-68#post-25886137 source] </blockquote>
+
The PLATE reverb has also been improved in firmware 23 for the Axe-Fx III and later:
  
<blockquote>(FM3) "Reverb uses a ton of CPU. On Axe-Fx 3 the reverbs have a "Hi Quality" mode that makes them sound better at the cost of more CPU usage." [https://forum.fractalaudio.com/threads/fm3-hot-questions-and-hopefully-answers.149968/page-5#post-1782403 source]</blockquote>
+
<blockquote>
 +
'''FRACTAL AUDIO QUOTES'''
 +
<HR>
 +
<blockquote>
 +
[https://forum.fractalaudio.com/threads/axe-fx-iii-firmware-23-00-public-beta-3.198986/]
 +
New Plate Reverb algorithm. This new algorithm captures the dispersion (Star Wars™ Laser “pew, pew” sound) and unique stereo imaging of classic plate reverbs. Dispersion is adjustable via the Dispersion parameter. Typical plates are around 25-50%. Set to higher values to exaggerate the effect. Stereo imaging is adjustable via the Pickup Spacing parameter.
 +
</blockquote>
  
<blockquote>(FM3) "It will support all the reverb types of Axe-FX 3. You won't have to use spring reverbs to save CPU since the core can run the Amp and 1 reverb, and all the other blocks are on the other core." [https://forum.fractalaudio.com/threads/fm3-hot-questions-and-hopefully-answers.149968/page-6#post-1782431 source]</blockquote>
+
<blockquote>
 +
[https://forum.fractalaudio.com/threads/the-power-of-one-block.198958/post-2475936]
 +
The spring algorithm was the impetus for a new plate algorithm.
 +
</blockquote>
 +
</blockquote>
  
<blockquote>"The FM3 has the Plex and Cloud reverbs. [https://forum.fractalaudio.com/threads/fm3-hot-questions-and-hopefully-answers.149968/page-14#post-1784117 source]</blockquote>
+
Other improvements in firmware 23 for the Axe-Fx III and later:
  
[http://www.youtube.com/watch?time_continue=3&v=AFBiAF19iVg Camilo Velandia demonstrates Reverb types in the Axe-Fx III]
+
<blockquote>
 +
'''FIRMWARE RELEASE NOTES'''
 +
<HR>
 +
<blockquote>
 +
Improved Reverb block early reflections. As a result, the default values of Early Level and Late Level for the models have been updated. Existing presets are automatically updated to the new values. Audition as necessary. The Early and Late Level parameters have also been removed from the Basic page of the Reverb block.
  
=Types=
+
Added “Pre-Delay Tap” parameter to Reverb block. This selects the input to the reverb engine. When set to OUTPUT the behavior is as before. When set to INPUT the initial delay is absent. This allows more natural “Echo-Verb” sounds. This is now the default for these types of models and existing presets are automatically updated.
  
The reverbs (types) are based on several algorithms, such as:
+
Many of the Reverb models have been updated in firmware 23 for the Axe-Fx III and later. Reselecting the model in xisting presets will load the new default values.
 +
</blockquote>
 +
</blockquote>
  
* SPRING — simulates the physical spring reverb in a guitar amp
+
=Position on the grid=
* ROOM — simulates natural realistic short reverb in a room
 
* CHAMBER — simulates natural reverb in a boxy chamber (bright, resonant reverb)
 
* HALL — simulates natural long reverb in a concert hall. Similar to Room but a little less smooth and with some response peaks. Use this when you want your sound to stand out
 
* PLATE — simulates a vibrating reverb plate with a smooth sound
 
* STUDIO — models classic digital studio reverb units
 
* TUNNEL — simulates natural reverb in a tunnel (long, narrow space, great for special effects)
 
  
Some of the types are modeled after famous reverb units:
+
Read <q>[[Presets#PRE_and_POST_routing|PRE and POST routing]]</q> first.
  
* London Plate — probably based on the EMT 140 plate reverb
+
In the studio, DAWs and 19" rack rigs, reverb usually is placed at the end of the chain.
* Sun Plate — probably based on the plate reverb used on in Sun Studio
 
* North and South Church — inspired by the Bricasti [http://forum.fractalaudio.com/threads/north-and-south-church-on-fas-verb.120766/#post-1437068 source]
 
* "cloud" types: probably inspired by the Big Sky
 
  
<blockquote>"The reverb block in the Axe-Fx is very powerful. Turn the Early Level up and the Late Level down and you can hear the different "spaces". There's a variety of room shapes from almost square to long and narrow along with plates and springs. The Size parameter allows you to scale the dimensions." [http://forum.fractalaudio.com/threads/fas-uad-ocean-way-studio-plugin.125521/#post-1493632 source] </blockquote>
+
Put the Spring Reverb type ''before'' the Amp block for authenticity.
  
<blockquote>"David Griesinger probably knows more about reverb than everyone else combined. He's the father of the Lexicon reverbs. According to him, and I have no reason to doubt him, real reverb (i.e. reverb from a real space) is actually inferior to synthetic reverb. This is due to human perception. Real reverb (and by extension convolution reverb) actually reduces intelligibility and clarity due to the particular nature of the decay, the decay being exponential. Synthetic reverb allows one to craft the decay curve thereby rendering improved clarity. If the decay curve is flat for a period and then exponential it doesn't clutter the desired program material. The new reverb algorithms in the Axe-Fx are based on his theories." [http://forum.fractalaudio.com/threads/is-the-new-reverb-classed-as-a-convolution-reverb.92501/#post-1111995 source] </blockquote>
+
<blockquote>
 +
'''FRACTAL AUDIO QUOTES'''
 +
<HR>
 +
<blockquote>
 +
[https://forum.fractalaudio.com/threads/carr-troubles.79817/post-971141]
 +
Placing reverb after the Cab is the recommended routing. The reverb is stereo. The Cab block may be mono so you would lose the stereo field.
  
=Position of the Reverb block on the grid=
+
Both blocks are linear so there is no advantage to placing reverb before the Cab.
 +
</blockquote>
  
In the studio, in DAWs and 19" rigs reverb usually is placed somewhere at the end of the chain.
+
<blockquote>
 +
[https://www.thegearpage.net/board/index.php?threads/fender-tonemaster-dr.2078420/page-3#post-29194985]
 +
You just need to put it before the amp block as this is equivalent to how it would be in the amp. If you put it after the amp block it won't sound the same.
 +
</blockquote>
  
<blockquote>"Placing reverb after the Cab is the recommended routing. The reverb is stereo. The Cab block may be mono so you would lose the stereo field. Both blocks are linear so there is no advantage to placing reverb before the Cab."</blockquote>
+
<blockquote>
 +
[https://www.thegearpage.net/board/index.php?threads/fender-tonemaster-dr.2078420/page-4#post-29198602]
 +
The spring reverb in a fender amp is "effectively" in front because the preamp is essentially linear. Any distortion in a Fender comes from the power amp. Since the preamp is linear putting the reverb before the preamp is the same as putting it after preamp since linear systems are commutative, i.e. x + y = y + x.
  
Try putting the Spring Reverb type ''before'' the Amp block for authenticity.
+
Also, our spring reverb algorithm has been updated recently and sounds better than before. I used our Fender '63 Reverb unit as the reference.
 +
</blockquote>
  
<blockquote>"For authentic spring reverb sound you want the reverb in front of the amp block. A big reason spring reverbs sound the way they do is that they get colored by the amp." [http://forum.fractalaudio.com/threads/spring-reverbs.110084/page-2#post-1317882 source] </blockquote>
+
<blockquote>
 +
[http://forum.fractalaudio.com/threads/spring-reverbs.110084/page-2#post-1317882]
 +
For authentic spring reverb sound you want the reverb in front of the amp block. A big reason spring reverbs sound the way they do is that they get colored by the amp.
 +
</blockquote>
  
<blockquote>"The preamp of a Fender doesn't distort much, if at all. Therefore it can be considered linear. Linear systems are commutative. Therefore reverb before the amp is the same as reverb between the preamp and poweramp." [http://forum.fractalaudio.com/threads/reverb-between-pre-and-power-like-in-a-fender.147574/#post-1744558 source]</blockquote>
+
<blockquote>
 +
[http://forum.fractalaudio.com/threads/reverb-between-pre-and-power-like-in-a-fender.147574/#post-1744558]
 +
[…]
 +
The preamp of a Fender doesn't distort much, if at all. Therefore it can be considered linear. Linear systems are commutative. Therefore reverb before the amp is the same as reverb between the preamp and poweramp.  
 +
</blockquote>
  
<blockquote>"The reverb cannot be placed between the preamp and power amp. Doesn't matter though as putting the reverb before the amp block is the same thing for Fender amps because the preamp doesn't distort." [http://forum.fractalaudio.com/threads/reverb-between-pre-and-power-like-in-a-fender.147574/page-2#post-1744696 source]</blockquote>
+
<blockquote>
 +
[http://forum.fractalaudio.com/threads/reverb-between-pre-and-power-like-in-a-fender.147574/page-2#post-1744696]
 +
The reverb cannot be placed between the preamp and power amp. Doesn't matter though as putting the reverb before the amp block is the same thing for Fender amps because the preamp doesn't distort.
 +
</blockquote>
  
About the order of Reverb and EQ:
+
<blockquote>
 +
[http://forum.fractalaudio.com/threads/to-all-the-pundits.137179/page-6#post-1713205]
 +
Reverb is linear time-invariant (LTI) which means it's commutative. IOW, you can put EQ before or after and it will sound the same. It doesn't add harmonics or overtones, by definition. Now our reverb algorithms aren't exactly LTI because they have modulation but they are "wide sense stationary" which means for all intents and purposes you can treat them as linear.
 +
</blockquote>
  
<blockquote>"Reverb is linear time-invariant (LTI) which means it's commutative. IOW, you can put EQ before or after and it will sound the same. It doesn't add harmonics or overtones, by definition. Now our reverb algorithms aren't exactly LTI because they have modulation but they are "wide sense stationary" which means for all intents and purposes you can treat them as linear." [http://forum.fractalaudio.com/threads/to-all-the-pundits.137179/page-6#post-1713205 source]</blockquote>
+
<blockquote>
 +
[http://forum.fractalaudio.com/threads/delay-before-reverb-or-reverb-before-delay-whats-your-preference.57690/page-2#post-723087]
 +
If there isn't distortion or modulation in the delay/reverb then the order is irrelevant since they are then Linear Time Invariant (or shift invariant in digital parlance). If there is a small amount of distortion or modulation then the order is probably still irrelevant. If there is a lot of distortion or modulation then the order may make a difference.
  
<blockquote>"If there isn't distortion or modulation in the delay/reverb then the order is irrelevant since they are then Linear Time Invariant (or shift invariant in digital parlance). If there is a small amount of distortion or modulation then the order is probably still irrelevant. If there is a lot of distortion or modulation then the order may make a difference. However, typically the biggest difference, as noted above, is series vs. parallel since h1(t)*h2(t) is not the same as h1(t)+h2(t). If LTI h1*h2 = h2*h1. It may seem counter-intuitive that the order doesn't matter but try it and you'll be surprised." [http://forum.fractalaudio.com/threads/delay-before-reverb-or-reverb-before-delay-whats-your-preference.57690/page-2#post-723087 source]</blockquote>
+
However, typically the biggest difference, as noted above, is series vs. parallel since h1(t)*h2(t) is not the same as h1(t)+h2(t). If LTI h1*h2 = h2*h1.
  
Read this: [[Presets#PRE_and_POST_routing|PRE and POST routing]]
+
It may seem counter-intuitive that the order doesn't matter but try it and you'll be surprised.
 +
</blockquote>
 +
</blockquote>
  
 
=Spillover=
 
=Spillover=
  
Spillover refers to the functionality to keeping the trails of the reverb audible after switching the effect off or switching presets, scenes, channels or X/Y. Read this: [[Spillover]]
+
Read this: [[Spillover]].
 +
 
 +
=Quality=
 +
 
 +
The Quality parameter sets the quality of the sound and determines the required DSP power. The modes are:
 +
 
 +
* '''Economy'''
 +
* '''Normal''' — Default for the FM3.
 +
* '''High''' — Uses significantly more CPU, but provides world-class reverberation algorithms.
 +
* '''Ultra-High''' — Increases modulation at the expense of a slight increase in CPU usage.
 +
 
 +
''In most situations, especially live, Normal or Economy provide the desired results and most listeners won't notice any difference.''
 +
 
 +
There's no Quality parameter for the Spring Reverb types.
 +
 
 +
When importing presets created on the Axe-Fx III or FM9 into the FM3, Reverb is automatically set to Economic Quality.
 +
 
 +
<BLOCKQUOTE>
 +
'''FRACTAL AUDIO QUOTES'''
 +
<HR>
 +
<BLOCKQUOTE>
 +
[http://www.thegearpage.net/board/index.php?threads/axe-fx-iii.1907452/page-68#post-25886137]
 +
The new reverb algorithms use more CPU than those from the Axe-Fx II would use but they sound better. Also the reverb defaults to high-quality mode whereas the II defaults to normal-quality mode.
 +
</blockquote></blockquote>
 +
 
 +
=CPU usage=
 +
 
 +
; FM9 : The two Reverb blocks run in a dedicated DSP core, without much of an impact on the the overall CPU usage. But features added to the Delay and Reverb effects can overtax the effects’ processor in extreme use situations. Therefore, when viewing a Delay or Reverb effect editing GUI screen on the FM9 hardware, a CPU meter will appear on the display if the cpu usage moves past 75%. As with the primary effects core, the recommended maximum cpu use value is 80% to ensure best performance.
 +
 
 +
; FM3 : Amp modeling and reverb run on separate processors (early beta versions had them running on the same processor). Because of the toll on CPU, the FM3 does not support all current reverb algorithms and types available on the Axe-Fx III and FM9.
 +
 
 +
<BLOCKQUOTE>
 +
'''FRACTAL AUDIO QUOTES'''
 +
<HR>
 +
<blockquote>
 +
[https://thegearforum.com/threads/fractal-talk.2745/post-205358]
 +
(FM3) We tried to get the new reverbs in there but the CPU hit would cause much consternation, I reckon. Those new spring and plate algorithms are resource hogs.
 +
</blockquote>
 +
</blockquote>
  
=Reverb and CPU usage=
+
; AX8, FX8 : If CPU usage on the AX8 and FX8 gets above 90%, the processor will start disabling blocks. Usually Reverb is first, because it tends to suck up the most CPU power.
  
Reverb uses a lot of CPU.
 
  
If CPU usage on the AX8 and FX8 gets above 90%, the processor will start disabling blocks. Usually Reverb is first, because it tends to suck up the most CPU power.
+
To reduce CPU usage in the Reverb block:
 +
* Reduce Density.
 +
* Use Spring Reverb which uses the least amount of CPU (note that CPU varies among the Spring types).
  
Common methods to reduce CPU usage in the Reverb block: switch it to Normal Quality, reduce Density, or switch to Spring Reverb (uses the least amount of CPU).
+
=Mono or stereo=
  
Note: when an effect such as Reverb is automatically disabled because of CPU overload, audio passes through as if it were a shunt. If the Reverb is placed in a parallel row, this can cause a signal level issue.
+
If it's stereo, the dry signal that passes through the Reverb block stays stereo. The signal which gets reverberated is first summed to mono. The resulting reverberated <q>wet</q> output of the Reverb block is stereo, except for the Spring reverb type.
  
=Mono or stereo reverb=
+
The stereo reverb output can be made mono by setting Stereo Width to 0%.
  
The Reverb's output is stereo. You can make it mono by setting Stereo Width to 0%.
+
Spring Reverb is mono.
  
The signal at the input of the Reverb block (only the part for reverberation) is summed to mono.  
+
The [[FAS-FX Reverb plugin]] plugin does not sum the input signal for reverberation to mono. It keeps and processes both sides in stereo.
  
<blockquote>"Stereo imaging is not effected. The L/R summation is only into the reverb engine itself. The dry signal is unaffected." [http://forum.fractalaudio.com/threads/stereo-reverb-blocks.127191/#post-1513261 source]</blockquote>
+
<blockquote>
 +
'''FRACTAL AUDIO QUOTES'''
 +
<HR>
 +
<blockquote>
 +
[https://forum.fractalaudio.com/threads/axe-fx-iii-firmware-23-00-public-beta-2.198814/post-2474280]
 +
If you want stereo use two blocks and put them in parallel. Pan one hard left and the other hard right.
 +
</blockquote>
  
The [[FAS-FX Reverb plugin]] does not sum the input signal for reverberation to mono. It keeps and processes both sides in stereo.
+
<blockquote>
 +
[https://forum.fractalaudio.com/threads/spring-reverb-12-09.162502/post-1947330]
 +
The non-spring types create stereo.
 +
</blockquote>
 +
</blockquote>
  
=Room ambience=
+
=Pitch shift=
 +
 
 +
The Reverb block on the Axe-Fx III and FM9 can create shimmer reverb effects by itself through built-in pitch shifting.
 +
 
 +
Several reverb types demonstrate the capability:
 +
 
 +
* Andromeda
 +
* Aquarius
 +
* Capricorn
 +
* Centaurus
 +
* Gemini
 +
* Pegasus
 +
* Sagitarius
 +
* Ursu Major
 +
 
 +
These types are also available on the FM3, although the FM3 doesn't support pitch shifting in the Reverb block.
  
Room ambience is a type of reverb that recreates the ambience of a room. The [[Cab block]] on some processors provides this feature.
+
The Pitch Direction parameter controls the direction of the pitch shifters:
 +
* FORWARD — Runs both shifters forward.
 +
* REVERSE — Runs both in reverse.
 +
* FOR/REV — Runs Voice 1 forward and Voice 2 in reverse.
 +
* REV/FOR — Runs Voice 1 in reverse and Voice 2 forward.
  
Firmware Ares has added floor reflection modeling.
+
The Pitch Position parameter controls the location of the pitch shifters:
 +
* INPUT — Locates the shifters at the input of the block.
 +
* MATRIX — Locates the shifters inside the reverb matrix.
 +
* FEEDBACK — Locates the shifters in the matrix feedback loop.
  
<blockquote>"The intensity of the floor reflections can be adjusted with the new FLOOR REFLECTIONS parameter. Floor reflections play a large role in “amp in the room” sound. If the amp is on a carpet the floor reflections are minimal. If the amp is on a wood or other hard surface the floor reflections are significant. Existing presets will initialize this value to 0% so as to not change the sound. The default value is 50%. Note that negative values, while not realistic, are supported which inverts the reflection. MIC SPACING sets the stereo width of early reflections by simulating mic separation in the virtual space."</blockquote>
+
MATRIX and FEEDBACK can yield more intense effects and also helps the reverb <q>stick</q> to the notes better. FEEDBACK builds slightly slower than MATRIX.
 
You can also use the regular Reverb block for simulating room ambience.
 
  
<blockquote>"The room stuff in the Cab block is a stripped-down, simplified version of the early reflections generator in the Reverb." [http://forum.fractalaudio.com/threads/updated-%E2%80%9Croom%E2%80%9D-in-the-cab-block.136611/#post-1618628 source]</blockquote>
+
''CAUTION: The MATRIX and FEEDBACK positions can cause instability at high values of Pitch Mix and Pitch Feedback. In general Pitch Feedback should be low or zero when using MATRIX or FEEDBACK.''
  
<blockquote>"Frankly the best way to do it is to use the Early Reflections in the Reverb block to adjust your room level to taste. It's the same algorithm. The room stuff in the cab block is for those who add reverb in post-processing. The Early Reflections in the Reverb block are matched to the shape and size of the room so they are inherently better." [http://forum.fractalaudio.com/threads/axe-fx-iii-firmware-version-2-03.145132/page-5#post-1717067 source]</blockquote>
+
Try these start settings: V1 12, V2 24, Splice Time 600, Reverse, Feedback, Modulation 22.5%.
  
<blockquote>"If you just want the "room" stuff turn the reverb level down and the early reflections level up." [http://forum.fractalaudio.com/threads/updated-%E2%80%9Croom%E2%80%9D-in-the-cab-block.136611/#post-1618639 source]</blockquote>
+
The Pitch High Cut parameter can be used to darken/brighten the pitch-shifted component of the reverb.
  
<blockquote>"The trick on the Axe-Fx to get room ambience is to do the following in the Reverb block:
+
Note: Shimmer effect can also be created with the Plex Delay effect, and with separate Reverb and Pitch blocks.
# Set Predelay to 0
 
# Increase Early Level and/or decrease Late Level.
 
# Adjust Size and Mix to taste.
 
  
When Predelay is at zero, the Reverb block is simulating a room. Most of the Reverb presets have a bit of predelay because that is typically done on recordings to get the reverb "out of the way". Likewise the Early Reflections are mixed low because most engineers/producers find that they clutter the mix. Playing solo that "in the room" thing is cool but it makes the sound difficult to mix." [http://www.thegearpage.net/board/index.php?threads/whats-lacking-in-todays-modelers.2009046/page-2#post-27810465 source]</blockquote>
+
<blockquote>
 +
'''FRACTAL AUDIO QUOTES'''
 +
<HR>
 +
<blockquote>
 +
[https://forum.fractalaudio.com/threads/reverb-nimbostratus-doesnt-sound-the-same-in-fm3-as-in-ax3-help.200765/#post-2505967]
 +
The FM3 has a more limited Reverb block compared to the Axe-Fx III. It does not have the added pitch shifters. Those types that rely on this are included because frankly they still sound cool, and to ensure that other reverb types work in translation.
 +
</blockquote>
 +
</blockquote>
  
<blockquote>(firmware 2.05) "The early reflections in both the cab and reverb block were tweaked. The cab block now assumes a dipole radiator so the reflections off the front wall are inverted." [http://forum.fractalaudio.com/threads/axe-fx-iii-firmware-2-05-public-beta.146211/page-5#post-1729420 source]</blockquote>
+
=Room ambience=
  
=Parameters=
+
Room ambience is a type of reverb that recreates the ambience of a room. The Cab block in most of Fractal Audio's hardware processors provides this feature, including floor reflections.
  
==Parameters table==
+
You can also use the regular Reverb block to produce room ambience.
  
{| class="wikitable"
+
Firmware 17 and later add support for [[Impulse_responses_(IR)#FullRes|FullRes IRs]] IRs to the Cab block and IR Player block in the Axe-Fx III. This allows using captures of stereo room mics for ambience ("amp+cab in the room"), as well as convolution reverb of up to 1.33 seconds.
|-
 
! '''Parameter'''
 
! '''Axe-Fx III / FM3'''
 
! '''Axe-Fx II'''
 
! '''AX8 / FX8'''
 
|-
 
| Type
 
! yes
 
!
 
!
 
|-
 
| Time
 
! yes
 
!
 
!
 
|-
 
| Size
 
! yes
 
!
 
!
 
|-
 
| Predelay
 
! yes
 
!
 
!
 
|-
 
| Early Level
 
! yes
 
!
 
!
 
|-
 
| Late Level
 
! yes
 
!
 
!
 
|-
 
| HF Decay Time
 
! yes
 
!
 
!
 
|-
 
| LF Decay Time
 
! yes
 
!
 
!
 
|-
 
| LF Crossover
 
! yes
 
!
 
!
 
|-
 
  
|-
+
<blockquote>
| Early Decay
+
'''FRACTAL AUDIO QUOTES'''
! yes
+
<HR>
!
 
!
 
|-
 
| Late Input Mix
 
! yes
 
!
 
!
 
|-
 
| Quality
 
! yes
 
!
 
!
 
|-
 
| Hold
 
! yes
 
!
 
!
 
|-
 
| Wall Diffusion
 
! yes
 
!
 
!
 
|-
 
| Input Diffusion
 
! yes
 
!
 
!
 
|-
 
| Diffusion Time
 
! yes
 
!
 
!
 
|-
 
| Crossover Frequency
 
! yes
 
!
 
!
 
|-
 
| Low Frequency Time
 
! yes
 
!
 
!
 
|-
 
| High Frequency Time
 
! yes
 
!
 
!
 
|-
 
| Echo Density
 
! yes
 
!
 
!
 
|-
 
| Early Diffusion
 
! yes
 
!
 
!
 
|-
 
| Early Diffusion Time
 
! yes
 
!
 
!
 
|-
 
| Mic Spacing
 
! yes
 
!
 
!
 
|-
 
| Stereo Spread
 
! yes
 
!
 
!
 
|-
 
| Low Cut
 
! yes
 
!
 
!
 
|-
 
| High Cut
 
! yes
 
!
 
!
 
|-
 
| Low Mid = Freq 1, Q 1, Gain 1
 
! yes
 
!
 
!
 
|-
 
| High Mid = Freq 2, Q 2, Gain 2
 
! yes
 
!
 
!
 
|-
 
| Mod Depth
 
! yes
 
!
 
!
 
|-
 
| Mod Rate
 
! yes
 
!
 
!
 
|-
 
| LFO Phase
 
! yes
 
!
 
!
 
|-
 
| Ducker Threshold
 
! yes
 
!
 
!
 
|-
 
| Ducker Attenuation
 
! yes
 
!
 
!
 
|-
 
| Ducker Release
 
! yes
 
!
 
!
 
|-
 
| Spring — Number of Springs
 
! yes
 
!
 
!
 
|-
 
| Spring — Tone
 
! yes
 
!
 
!
 
|-
 
| Spring — Drive
 
! yes
 
!
 
!
 
|}
 
  
==Mix==
+
<blockquote>
 +
[https://forum.fractalaudio.com/threads/axe-fx-iii-firmware-2-05-public-beta.146211/post-1729059]
 +
Improved Cabinet block room modeling by including floor reflection modeling. The intensity of the floor reflections can be adjusted with the new “Floor Reflections” parameter. Floor reflections play a large role in “amp in the room” sound. If the amp is on a carpet the floor reflections are minimal. If the amp is on a wood or other hard surface the floor reflections are significant. Existing presets will initialize this value to 0% so as to not change the sound. The default value is 50%. Note that negative values, while not realistic, are supported which inverts the reflection.
 +
</blockquote>
  
When using Mix to control the level of the Reverb, the volume level of the dry signal is affected as well. In other words, when increasing Reverb with Mix, the dry signal's level decreases.
+
<blockquote>
 +
[http://forum.fractalaudio.com/threads/updated-%E2%80%9Croom%E2%80%9D-in-the-cab-block.136611/#post-1618628]
 +
The room stuff in the Cab block is a stripped-down, simplified version of the early reflections generator in the Reverb.  
 +
</blockquote>
  
The prevent this, turn up Mix to 50%, set Level to +3dB, and use Input Gain to set the desired amount of Reverb.
+
<blockquote>
 +
[http://forum.fractalaudio.com/threads/axe-fx-iii-firmware-version-2-03.145132/page-5#post-1717067]
 +
Frankly the best way to do it is to use the Early Reflections in the Reverb block to adjust your room level to taste. It's the same algorithm. The room stuff in the cab block is for those who add reverb in post-processing. The Early Reflections in the Reverb block are matched to the shape and size of the room so they are inherently better.
 +
</blockquote>
  
Or, put Reverb in a parallel row with Mix at 100% and use Level or Input Gain to set the desired reverb level.
+
<blockquote>
 +
[http://forum.fractalaudio.com/threads/updated-%E2%80%9Croom%E2%80%9D-in-the-cab-block.136611/#post-1618639]
 +
If you just want the "room" stuff turn the reverb level down and the early reflections level up.  
 +
</blockquote>
  
==Quality==
+
<blockquote>
 +
[http://www.thegearpage.net/board/index.php?threads/whats-lacking-in-todays-modelers.2009046/page-2#post-27810465]
 +
The trick on the Axe-Fx to get room ambience is to do the following in the Reverb block:
 +
# Set Predelay to 0
 +
# Increase Early Level and/or decrease Late Level
 +
# Adjust Size and Mix to taste
 +
When Predelay is at zero, the Reverb block is simulating a room. Most of the Reverb presets have a bit of predelay because that is typically done on recordings to get the reverb "out of the way". Likewise the Early Reflections are mixed low because most engineers/producers find that they clutter the mix. Playing solo that "in the room" thing is cool but it makes the sound difficult to mix.
 +
</blockquote>
  
There are two Quality options in the Reverb block (not on the FM3): Normal and High. High quality uses significantly more CPU but provides world-class reverberation algorithms. In most situations, especially live, Normal Quality already provides desired results.
+
<blockquote>
 +
[http://forum.fractalaudio.com/threads/axe-fx-iii-firmware-2-05-public-beta.146211/page-5#post-1729420]
 +
The early reflections in both the cab and reverb block were tweaked. The cab block now assumes a dipole radiator so the reflections off the front wall are inverted.
 +
</blockquote>
 +
</blockquote>
  
The Spring Reverb type doesn't differentiate between Normal and High Quality.
+
=Parameters=
  
The Axe-Fx II, FX8 and AX8 default to Normal Quality, where the Axe-Fx III defaults to High Quality. The FM3 does not support high-quality reverbs.
+
==Mix==
  
<blockquote>"Reverb uses a ton of CPU. On Axe-FX3 the reverbs have a "Hi Quality" mode that makes them sound better at the cost of more CPU usage. The FM3 will not support that Hi Quality mode. So if you listen to an Axe-FX3 with the "Quality" set to low, that's what FM3 will sound like." [https://forum.fractalaudio.com/threads/fm3-hot-questions-and-hopefully-answers.149968/page-5#post-1782403 source]</blockquote>
+
When using Mix to control the level of the Reverb, the volume level of the dry signal is affected: when increasing Mix, the dry signal's level decreases. The prevent this, turn up Mix to 50%, set Level to +3dB, and use Input Gain to set the desired amount of Reverb. Or, put Reverb in a parallel row, enable Kill Dry (firmware 25.00 and later) and Mix to set the desired reverb level.
  
 
==Time==
 
==Time==
  
Maximum Reverb Time is 100 seconds in firmware Ares.
+
Maximum Reverb Time is 100 seconds.
  
==Hold==
+
==Size==
 +
 
 +
<blockquote>'''FRACTAL AUDIO QUOTES'''<HR><blockquote>
 +
 
 +
[https://forum.fractalaudio.com/threads/axe-fx-firmware-release-version-17-01-public-beta-2.177550/post-2162624]
 +
Adjusting the size parameter will causes artifacts. Always has. Don't adjust it while playing.
 +
 
 +
</blockquote>
 +
</blockquote>
 +
 
 +
==Stack/Hold==
  
 
When Hold is activated, the wet input to the block is muted and Time is set to infinity. This can be used to achieve pad sounds and drone notes/chords.
 
When Hold is activated, the wet input to the block is muted and Time is set to infinity. This can be used to achieve pad sounds and drone notes/chords.
  
By attaching an external controller to Hold, an external pedal or switch can be used to control this "freeze" feature.  
+
By attaching an [[External controller]] to Hold, an external pedal or switch can be used to control this "freeze" feature.  
  
[http://www.youtube.com/watch?v=Z61WHX9V19Q Tutorial by Cooper Carter for G66]
+
<blockquote>'''FRACTAL AUDIO QUOTES'''<HR>
 +
<blockquote>
 +
[http://forum.fractalaudio.com/threads/reverb-hold-causes-click-solved.92603/#post-1117218]
 +
It requires a lot of calculations to change the Reverb time which is what Hold does (it increases it to a couple hours or something). If CPU use is high the calculations won't finish during one block which results in a click.
 +
</blockquote>
  
<blockquote>"It requires a lot of calculations to change the Reverb time which is what Hold does (it increases it to a couple hours or something). If CPU use is high the calculations won't finish during one block which results in a click." [http://forum.fractalaudio.com/threads/reverb-hold-causes-click-solved.92603/#post-1117218 source] </blockquote>
+
<blockquote>
 +
[http://forum.fractalaudio.com/threads/3-01-reverb-hold-crackling.147319/#post-1741239]
 +
When activating reverb hold the time is increased to infinity. This causes a bunch of stuff to be recalculated which can cause a click.
 +
</blockquote>
 +
</blockquote>
  
<blockquote>"When activating reverb hold the time is increased to infinity. This causes a bunch of stuff to be recalculated which can cause a click. I'll have to look into it." [http://forum.fractalaudio.com/threads/3-01-reverb-hold-crackling.147319/#post-1741239 source]</blockquote>
+
Current firmware provides the Stack/Hold feature. Also in some other blocks. When set to STACK incoming audio is stacked on existing audio and held. When set to HOLD existing audio is held.
 +
 
 +
When attaching a pedal to Off/Stack/Hold, Heel is Off, Stack is middle and Toe is Hold.
  
 
==Early Diffusion==
 
==Early Diffusion==
Line 376: Line 429:
 
==Late Diffusion==
 
==Late Diffusion==
  
This parameter has been renamed Input Diffusion in firmware Ares.
+
This parameter has been renamed to Input Diffusion.
  
 
==Early Decay==
 
==Early Decay==
Line 387: Line 440:
  
 
Values beyond +/-100% increase the apparent image beyond the stereo field.
 
Values beyond +/-100% increase the apparent image beyond the stereo field.
 +
 +
==Pre-Delay==
 +
 +
Current firmware includes the ability to use Pre-Delay in the Reverb block as a simple echo. Pre-Delay now features Tempo, Feedback and Mix parameters. The pre-delay time has also been increased to 1s. Several Reverb types demonstrate this capability: Echo Plate, Echo Hall, Echo Room.
 +
 +
When Predelay is at zero, the Reverb block is simulating a room.
  
 
==Low Freq Time and High Freq Time==
 
==Low Freq Time and High Freq Time==
  
<blockquote>"These set the decay time relative to the midband time for the low frequencies and high frequencies. If you set the Time to, say, 10 seconds and High Freq Time to 0.1 the high frequencies will decay to -60 dB in 1 second." [http://forum.fractalaudio.com/threads/axe-fx-iii-firmware-version-3-00.147127/page-3#post-1738501 source]</blockquote>
+
<blockquote>
 +
'''FRACTAL AUDIO QUOTES'''
 +
<HR>
  
<blockquote>"The reverb tail is divided into three bands. The low-frequency band is defined by LF Xover and LF Time. LF Xover sets the crossover frequency between the low and mid bands. LF Time controls the decay time of the low band relative to the mid band. So if LF Time is 2.0 the low-frequency decay time will be twice as long as the mid-band time. You may be able to use this to reduce low-frequency buildup. High-frequency decay time works a bit differently. There is a single HF Time parameter. It controls the high-frequency absorption of the virtual room. The lower the value the faster the high frequencies decay relative to mid-band. A value of 1.0 means no high-frequency absorption. The EQ page then controls equalization of the resulting tail. You can further shape the sound of the reverb using this, if desired. Real rooms tend to have a slightly longer low-frequency decay and a shorter high-frequency decay. However if you're using LOTS of simulated reverb within a real reverberant environment then you can get low-frequency buildup. The tips above should help you adjust to the environment." [http://forum.fractalaudio.com/threads/low-end-issues-with-verb-is-low-cut-in-the-verb-block-my-answer.105447/#post-1261649 source] </blockquote>
+
<blockquote>
 +
[http://forum.fractalaudio.com/threads/axe-fx-iii-firmware-version-3-00.147127/page-3#post-1738501]
 +
[…]
 +
If you are asking about Low Freq Time and High Freq Time those set the decay time relative to the midband time for the low frequencies and high frequencies. If you set the Time to, say, 10 seconds and High Freq Time to 0.1 the high frequencies will decay to -60 dB in 1 second.
 +
</blockquote>
  
==Rev Mix (Global Menu)==
+
<blockquote>
 +
[http://forum.fractalaudio.com/threads/low-end-issues-with-verb-is-low-cut-in-the-verb-block-my-answer.105447/#post-1261649]
 +
The reverb tail is divided into three bands. The low-frequency band is defined by LF Xover and LF Time. LF Xover sets the crossover frequency between the low and mid bands. LF Time controls the decay time of the low band relative to the mid band. So if LF Time is 2.0 the low-frequency decay time will be twice as long as the mid-band time. You may be able to use this to reduce low-frequency buildup.
  
The Rev Mix parameter in the Global menu lets you increase or decrease the Reverb Mix level across all presets at once. This lets you set the amount of reverb based on the environment.  
+
High-frequency decay time works a bit differently. There is a single HF Time parameter. It controls the high-frequency absorption of the virtual room. The lower the value the faster the high frequencies decay relative to mid-band. A value of 1.0 means no high-frequency absorption.
  
<blockquote>"Global Reverb and Effects Mix are relative. If set to 0% the mix is set by the preset. If set to, say, -10% the mix would be 10% less than the preset mix.” [http://forum.fractalaudio.com/threads/global-reverb-on-all-presets.94812/#post-1135617 source] </blockquote>
+
The EQ page then controls equalization of the resulting tail. You can further shape the sound of the reverb using this, if desired.
  
Note that Rev Mix may not work well with Reverb blocks in parallel rows which have Mix at 100%.
+
Real rooms tend to have a slightly longer low-frequency decay and a shorter high-frequency decay. However if you're using LOTS of simulated reverb within a real reverberant environment then you can get low-frequency buildup. The tips above should help you adjust to the environment.
 +
</blockquote>
  
=Tips and tricks=
+
<blockquote>
 +
[https://forum.fractalaudio.com/threads/axe-fx-iii-16-00-beta-12-cygnus-firmware-public-release-candidate.172027/post-2079545]
 +
Another way to EQ the Reverb is to adjust the Low/High Freq Times. The reverb is essentially three bands. Time sets the RT60 (decay time) of the mid band. Low/High Freq Times adjust the decay times of the Low and High bands, respectively, relative to the mid band.
 +
</blockquote>
 +
</blockquote>
 +
 
 +
==Rev Mix (Global Settings menu)==
 +
 
 +
For more information see:
 +
* [[Presets#Global_Reverb_Mix|Global Reverb Mix]]
 +
* [[Presets#Global_Effects_Mix|Global Effects Mix]]
 +
 
 +
=FAS-FX Reverb plugin=
 +
 
 +
Some of Fractal Audio's reverb algorithms are also available as software AAX, AU or VST plugins: See [[FAS-FX Reverb plugin]] for more information.
 +
 
 +
=Tips, tricks and troubleshooting=
 +
 
 +
==Factory presets==
 +
 
 +
Many factory presets contain some kind of reverb. Search the [[Factory presets]] page for <q>reverb</q>.
  
 
==Alternative reverb effects==
 
==Alternative reverb effects==
  
Turn up Diffusion in the [[Delay block]] to smear the delays trails and turn it into reverb.  
+
* Turn up Diffusion in the [[Delay block]] to smear the delays trails and turn it into reverb.  
 +
* Select Plex Verb in the [[Plex Delay block]] for ambient reverb.
 +
* Use the [[Megatap Delay block]].
 +
 
 +
==Gated reverb==
 +
 
 +
For a gated reverb, try factory preset GATED REVERB or ADSR REVERB. Or use one of the [[Megatap Delay block]] types.
 +
 
 +
==Blooming reverb==
  
Select Plex Verb in the [[Plex Delay block]] for ambient reverb.  
+
<blockquote>'''FRACTAL AUDIO QUOTES'''<HR><blockquote>
 +
[https://forum.fractalaudio.com/threads/bloom-style-reverb.177759/#post-2164939]
 +
Put a Megatap block in front of the Reverb block. Set the type to Reverb Pre-Swell. Run the two blocks in parallel to the main signal chain.
 +
</blockquote>
 +
</blockquote>
  
==Gated reverb==
+
==Voice reverb==
  
Try the factory preset "Gated Reverb".
+
<blockquote>'''FRACTAL AUDIO QUOTES'''<HR><blockquote>
 +
[https://forum.fractalaudio.com/threads/strymon-voice-reverb-on-fm9.208977/#post-2610862]
 +
Put the Formant Filter block in series with the Reverb block and run the two in parallel with the Reverb Mix at 100%.
 +
</blockquote>
 +
</blockquote>
  
More information:
+
==More information==
* [http://forum.fractalaudio.com/threads/nonlinear-reverb-and-mantic-proverb.122184]
 
* [http://forum.fractalaudio.com/threads/gated-reverb-tutorial.151928]
 
  
=More information =
+
Here's some additional reading for extra-credit:
 +
* Wikipedia's <q>[http://en.wikipedia.org/wiki/Reverb Reverberation]</q> article.
 +
* <q>[http://forum.fractalaudio.com/threads/reverb-tweak-tip-best-of-both-worlds-o.23172 Reverb Tweak Tip - "best of both worlds"]</q> in the forum.
  
* [http://en.wikipedia.org/wiki/Reverb Wikipedia]
+
=Videos=
* [http://forum.fractalaudio.com/threads/reverb-tweak-tip-best-of-both-worlds-o.23172 Forum discussion] providing great info for tweaking the Pre-delay parameter and creating ambience, sitting in a mix
 
* [http://forum.fractalaudio.com/axe-fx-ii-discussion/75614-youtube-vid-dialing-up-my-reverb-fractal-audio-axe-fx-ii.html Scott Peterson's tutorial]
 
* [http://www.dpamicrophones.com/mic-university/10-important-facts-about-acoustics-for-microphone About acoustics and reverberation]
 
* [http://forum.fractalaudio.com/threads/reverb-tips-tricks-and-favourites.145592 Leon: Todd's Reverb Tips]
 
  
 +
[[video:Cordy-Reverbs]]
 +
[[video:Leon-Reverbs]]
 +
[[video:Cooper-Reverb-Quality]]
 +
[[video:Cooper-SoundonSound]]
 +
[[video:ScottP-Reverb]]
 +
[[video:Cooper-Best-Reverbs]]
 +
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Latest revision as of 12:39, 9 November 2024

Reverb block

Axe-Fx III: 2 blocks, 4 channels
FM3: 1 block, 4 channels
FM9: 2 blocks, 4 channels
VP4: 2 blocks, 4 channels

Axe-Fx II: 2 blocks, X/Y
AX8, FX8: 2 blocks, X/Y
FX8: 2 blocks, X/Y

Reverb types

Reverb block.png

Spring
A spring reverb in a guitar amp or standalone reverb tank.
Room
A natural realistic short reverb in a room.
Chamber 
A bright, resonant reverb natural reverb in a boxy chamber.
Hall
A natural long reverb in a concert hall. Similar to Room but a little less smooth and with some response peaks. Use this when you want your sound to stand out.
Plate
A vibrating reverb plate with a smooth sound.
Studio
A classic digital studio reverb units.
Tunnel
A natural reverb in a long, narrow space tunnel, great for special effects.

Some of the types are modeled after famous reverb units:

London Plate 
Based on the EMT 140 plate reverb, used on Pink Floyd albums.
Sun Plate 
Probably based on the plate reverb used on in Sun Studio.
North and South Church 
Inspired by the Bricasti.

All reverb types as (from the VP4):

VP4reverbs.jpg

FRACTAL AUDIO QUOTES


[1] The reverb block in the Axe-Fx is very powerful. Turn the Early Level up and the Late Level down and you can hear the different "spaces". There's a variety of room shapes from almost square to long and narrow along with plates and springs. The Size parameter allows you to scale the dimensions.

Referring to David Griesinger:

[2] […] He probably knows more about reverb than everyone else combined. He's the father of the Lexicon reverbs. According to him, and I have no reason to doubt him, real reverb (i.e. reverb from a real space) is actually inferior to synthetic reverb. This is due to human perception. Real reverb (and by extension convolution reverb) actually reduces intelligibility and clarity due to the particular nature of the decay, the decay being exponential. Synthetic reverb allows one to craft the decay curve thereby rendering improved clarity. If the decay curve is flat for a period and then exponential it doesn't clutter the desired program material.

The new reverb algorithms in the Axe-Fx are based on his theories.

[3] An "environment simulator" is reverb. There are dozens of different room shapes/types in the Reverb block. Turn down the late level and increase the early reflections level to hear the "room" shape.

[4] The algorithm is not intended to be a binaural simulator.

[5] The new reverb algorithms use more CPU than those from the Axe-Fx II would use but they sound better. Also the reverb defaults to high-quality mode whereas the II defaults to normal-quality mode.

[6] All the reverbs were designed by me. A handful (i.e., North Church) were inspired by the Bricasti M7. Otherwise they weren't inspired by anything in particular.

[7] Studio type is a different algorithm. The algorithms are similar but the Studio type is meant to reproduce that classic synthetic reverb sound in units like Lexicon and Eventide.

[8] I read many papers on reverb algorithms and there is one by David Griesinger that talks about perceptual qualities of reverb. I then spent a lot of time working out how to apply that to our reverberator. Our reverberator design is based on a modified FDN. FDNs are easy to make sound good. The hard part is making them sound great. The hardest part is getting the attack right.

Fractal Audio explains the improved SPRING reverb algorithm and new spring reverb types:

FRACTAL AUDIO QUOTES


[9] New algorithm is based on a digital waveguide with scattering nodes. This algorithm achieves accurate spring reproduction recreating the iconic “drip” and flutter of classic spring tanks.

There are two internal Spring Reverb types. The type can be selected using the Tank Type parameter. This parameter defaults to the appropriate type based on the model.

The first type has all the springs in parallel. This is used by the British Spring and Studio Spring models. This is equivalent to an Accutronics Type 8 reverb tank.

The second type has a pair of springs in series in parallel with one or more pairs of springs in series. This is equivalent to an Accutronics Type 4 (four springs) or Type 9 (six springs).

For the second Spring Reverb type the reflection off the junction between the coupled springs is controlled by the Scattering parameter. Vintage Accutronics reverb tanks exhibit more reflection off the junction than modern, Asian-made reverb tanks.

The “Drip” parameter controls the dispersion of the springs.

The various models have different tone controls.

Several new models have been added. The Tube Spring model is based on a 6G15 Tube Reverb and has an authentic tone control. Studio Spring is a hypothetical spring reverb with six long springs in parallel.

Note that the Modulation parameters have been removed as they are not compatible with the new algorithm.

Existing presets using Spring Reverb types are reset to default values. Audition as necessary.

[10] This was an algorithm I've been working on on-and-off over the years. I dusted it off a couple weeks ago and took another go at it. I finally had a couple breakthroughs this week and spent the last few days refining the algorithm and the models. It's a sort of digital waveguide technique. It models the reflections off various points on the spring and the dispersion of the waves as they travel through the spring.

[11] Typical guitar amp spring reverb time is between 2.75 and 4 seconds.

The PLATE reverb has also been improved in firmware 23 for the Axe-Fx III and later:

FRACTAL AUDIO QUOTES


[12] New Plate Reverb algorithm. This new algorithm captures the dispersion (Star Wars™ Laser “pew, pew” sound) and unique stereo imaging of classic plate reverbs. Dispersion is adjustable via the Dispersion parameter. Typical plates are around 25-50%. Set to higher values to exaggerate the effect. Stereo imaging is adjustable via the Pickup Spacing parameter.

[13] The spring algorithm was the impetus for a new plate algorithm.

Other improvements in firmware 23 for the Axe-Fx III and later:

FIRMWARE RELEASE NOTES


Improved Reverb block early reflections. As a result, the default values of Early Level and Late Level for the models have been updated. Existing presets are automatically updated to the new values. Audition as necessary. The Early and Late Level parameters have also been removed from the Basic page of the Reverb block.

Added “Pre-Delay Tap” parameter to Reverb block. This selects the input to the reverb engine. When set to OUTPUT the behavior is as before. When set to INPUT the initial delay is absent. This allows more natural “Echo-Verb” sounds. This is now the default for these types of models and existing presets are automatically updated.

Many of the Reverb models have been updated in firmware 23 for the Axe-Fx III and later. Reselecting the model in xisting presets will load the new default values.

Position on the grid

Read PRE and POST routing first.

In the studio, DAWs and 19" rack rigs, reverb usually is placed at the end of the chain.

Put the Spring Reverb type before the Amp block for authenticity.

FRACTAL AUDIO QUOTES


[14] Placing reverb after the Cab is the recommended routing. The reverb is stereo. The Cab block may be mono so you would lose the stereo field.

Both blocks are linear so there is no advantage to placing reverb before the Cab.

[15] You just need to put it before the amp block as this is equivalent to how it would be in the amp. If you put it after the amp block it won't sound the same.

[16] The spring reverb in a fender amp is "effectively" in front because the preamp is essentially linear. Any distortion in a Fender comes from the power amp. Since the preamp is linear putting the reverb before the preamp is the same as putting it after preamp since linear systems are commutative, i.e. x + y = y + x.

Also, our spring reverb algorithm has been updated recently and sounds better than before. I used our Fender '63 Reverb unit as the reference.

[17] For authentic spring reverb sound you want the reverb in front of the amp block. A big reason spring reverbs sound the way they do is that they get colored by the amp.

[18] […] The preamp of a Fender doesn't distort much, if at all. Therefore it can be considered linear. Linear systems are commutative. Therefore reverb before the amp is the same as reverb between the preamp and poweramp.

[19] The reverb cannot be placed between the preamp and power amp. Doesn't matter though as putting the reverb before the amp block is the same thing for Fender amps because the preamp doesn't distort.

[20] Reverb is linear time-invariant (LTI) which means it's commutative. IOW, you can put EQ before or after and it will sound the same. It doesn't add harmonics or overtones, by definition. Now our reverb algorithms aren't exactly LTI because they have modulation but they are "wide sense stationary" which means for all intents and purposes you can treat them as linear.

[21] If there isn't distortion or modulation in the delay/reverb then the order is irrelevant since they are then Linear Time Invariant (or shift invariant in digital parlance). If there is a small amount of distortion or modulation then the order is probably still irrelevant. If there is a lot of distortion or modulation then the order may make a difference.

However, typically the biggest difference, as noted above, is series vs. parallel since h1(t)*h2(t) is not the same as h1(t)+h2(t). If LTI h1*h2 = h2*h1.

It may seem counter-intuitive that the order doesn't matter but try it and you'll be surprised.

Spillover

Read this: Spillover.

Quality

The Quality parameter sets the quality of the sound and determines the required DSP power. The modes are:

  • Economy
  • Normal — Default for the FM3.
  • High — Uses significantly more CPU, but provides world-class reverberation algorithms.
  • Ultra-High — Increases modulation at the expense of a slight increase in CPU usage.

In most situations, especially live, Normal or Economy provide the desired results and most listeners won't notice any difference.

There's no Quality parameter for the Spring Reverb types.

When importing presets created on the Axe-Fx III or FM9 into the FM3, Reverb is automatically set to Economic Quality.

FRACTAL AUDIO QUOTES


[22] The new reverb algorithms use more CPU than those from the Axe-Fx II would use but they sound better. Also the reverb defaults to high-quality mode whereas the II defaults to normal-quality mode.

CPU usage

FM9 
The two Reverb blocks run in a dedicated DSP core, without much of an impact on the the overall CPU usage. But features added to the Delay and Reverb effects can overtax the effects’ processor in extreme use situations. Therefore, when viewing a Delay or Reverb effect editing GUI screen on the FM9 hardware, a CPU meter will appear on the display if the cpu usage moves past 75%. As with the primary effects core, the recommended maximum cpu use value is 80% to ensure best performance.
FM3 
Amp modeling and reverb run on separate processors (early beta versions had them running on the same processor). Because of the toll on CPU, the FM3 does not support all current reverb algorithms and types available on the Axe-Fx III and FM9.

FRACTAL AUDIO QUOTES


[23] (FM3) We tried to get the new reverbs in there but the CPU hit would cause much consternation, I reckon. Those new spring and plate algorithms are resource hogs.

AX8, FX8 
If CPU usage on the AX8 and FX8 gets above 90%, the processor will start disabling blocks. Usually Reverb is first, because it tends to suck up the most CPU power.


To reduce CPU usage in the Reverb block:

  • Reduce Density.
  • Use Spring Reverb which uses the least amount of CPU (note that CPU varies among the Spring types).

Mono or stereo

If it's stereo, the dry signal that passes through the Reverb block stays stereo. The signal which gets reverberated is first summed to mono. The resulting reverberated wet output of the Reverb block is stereo, except for the Spring reverb type.

The stereo reverb output can be made mono by setting Stereo Width to 0%.

Spring Reverb is mono.

The FAS-FX Reverb plugin plugin does not sum the input signal for reverberation to mono. It keeps and processes both sides in stereo.

FRACTAL AUDIO QUOTES


[24] If you want stereo use two blocks and put them in parallel. Pan one hard left and the other hard right.

[25] The non-spring types create stereo.

Pitch shift

The Reverb block on the Axe-Fx III and FM9 can create shimmer reverb effects by itself through built-in pitch shifting.

Several reverb types demonstrate the capability:

  • Andromeda
  • Aquarius
  • Capricorn
  • Centaurus
  • Gemini
  • Pegasus
  • Sagitarius
  • Ursu Major

These types are also available on the FM3, although the FM3 doesn't support pitch shifting in the Reverb block.

The Pitch Direction parameter controls the direction of the pitch shifters:

  • FORWARD — Runs both shifters forward.
  • REVERSE — Runs both in reverse.
  • FOR/REV — Runs Voice 1 forward and Voice 2 in reverse.
  • REV/FOR — Runs Voice 1 in reverse and Voice 2 forward.

The Pitch Position parameter controls the location of the pitch shifters:

  • INPUT — Locates the shifters at the input of the block.
  • MATRIX — Locates the shifters inside the reverb matrix.
  • FEEDBACK — Locates the shifters in the matrix feedback loop.

MATRIX and FEEDBACK can yield more intense effects and also helps the reverb stick to the notes better. FEEDBACK builds slightly slower than MATRIX.

CAUTION: The MATRIX and FEEDBACK positions can cause instability at high values of Pitch Mix and Pitch Feedback. In general Pitch Feedback should be low or zero when using MATRIX or FEEDBACK.

Try these start settings: V1 12, V2 24, Splice Time 600, Reverse, Feedback, Modulation 22.5%.

The Pitch High Cut parameter can be used to darken/brighten the pitch-shifted component of the reverb.

Note: Shimmer effect can also be created with the Plex Delay effect, and with separate Reverb and Pitch blocks.

FRACTAL AUDIO QUOTES


[26] The FM3 has a more limited Reverb block compared to the Axe-Fx III. It does not have the added pitch shifters. Those types that rely on this are included because frankly they still sound cool, and to ensure that other reverb types work in translation.

Room ambience

Room ambience is a type of reverb that recreates the ambience of a room. The Cab block in most of Fractal Audio's hardware processors provides this feature, including floor reflections.

You can also use the regular Reverb block to produce room ambience.

Firmware 17 and later add support for FullRes IRs IRs to the Cab block and IR Player block in the Axe-Fx III. This allows using captures of stereo room mics for ambience ("amp+cab in the room"), as well as convolution reverb of up to 1.33 seconds.

FRACTAL AUDIO QUOTES


[27] Improved Cabinet block room modeling by including floor reflection modeling. The intensity of the floor reflections can be adjusted with the new “Floor Reflections” parameter. Floor reflections play a large role in “amp in the room” sound. If the amp is on a carpet the floor reflections are minimal. If the amp is on a wood or other hard surface the floor reflections are significant. Existing presets will initialize this value to 0% so as to not change the sound. The default value is 50%. Note that negative values, while not realistic, are supported which inverts the reflection.

[28] The room stuff in the Cab block is a stripped-down, simplified version of the early reflections generator in the Reverb.

[29] Frankly the best way to do it is to use the Early Reflections in the Reverb block to adjust your room level to taste. It's the same algorithm. The room stuff in the cab block is for those who add reverb in post-processing. The Early Reflections in the Reverb block are matched to the shape and size of the room so they are inherently better.

[30] If you just want the "room" stuff turn the reverb level down and the early reflections level up.

[31] The trick on the Axe-Fx to get room ambience is to do the following in the Reverb block:

  1. Set Predelay to 0
  2. Increase Early Level and/or decrease Late Level
  3. Adjust Size and Mix to taste

When Predelay is at zero, the Reverb block is simulating a room. Most of the Reverb presets have a bit of predelay because that is typically done on recordings to get the reverb "out of the way". Likewise the Early Reflections are mixed low because most engineers/producers find that they clutter the mix. Playing solo that "in the room" thing is cool but it makes the sound difficult to mix.

[32] The early reflections in both the cab and reverb block were tweaked. The cab block now assumes a dipole radiator so the reflections off the front wall are inverted.

Parameters

Mix

When using Mix to control the level of the Reverb, the volume level of the dry signal is affected: when increasing Mix, the dry signal's level decreases. The prevent this, turn up Mix to 50%, set Level to +3dB, and use Input Gain to set the desired amount of Reverb. Or, put Reverb in a parallel row, enable Kill Dry (firmware 25.00 and later) and Mix to set the desired reverb level.

Time

Maximum Reverb Time is 100 seconds.

Size

FRACTAL AUDIO QUOTES


[33] Adjusting the size parameter will causes artifacts. Always has. Don't adjust it while playing.

Stack/Hold

When Hold is activated, the wet input to the block is muted and Time is set to infinity. This can be used to achieve pad sounds and drone notes/chords.

By attaching an External controller to Hold, an external pedal or switch can be used to control this "freeze" feature.

FRACTAL AUDIO QUOTES


[34] It requires a lot of calculations to change the Reverb time which is what Hold does (it increases it to a couple hours or something). If CPU use is high the calculations won't finish during one block which results in a click.

[35] When activating reverb hold the time is increased to infinity. This causes a bunch of stuff to be recalculated which can cause a click.

Current firmware provides the Stack/Hold feature. Also in some other blocks. When set to STACK incoming audio is stacked on existing audio and held. When set to HOLD existing audio is held.

When attaching a pedal to Off/Stack/Hold, Heel is Off, Stack is middle and Toe is Hold.

Early Diffusion

This sets the amount of diffusion in the early reflections. Higher values result in fuzzier and less distinct echoes. Lower values result in sharp, distinct reflections.

Early Diff Time

This scales the delay time of the early reflections diffusers. Adjust this control to suit the size and character of the simulated environment.

Late Diffusion

This parameter has been renamed to Input Diffusion.

Early Decay

This controls the decay rate of the early reflections. Higher values yield faster decay.

The reverb tail is automatically set to the appropriate delay. In High Quality mode an additional parameter is available: Late Input Mix. This parameter controls the mix between the (possibly diffused) input and the early reflections data input to the late reverb algorithm. Thus this parameter mixes the output of the diffuser and the early reflections prior to inputting that data to the late reverb generator. With the Late Input Mix at 0% the High Quality mode is identical to the Normal Quality mode. Values greater than 0% mix early reflections data into the late reverb using a proprietary decorrelation technique which eliminates any metallic qualities associated with the typical diffuser techniques used in other products.

Spread

Values beyond +/-100% increase the apparent image beyond the stereo field.

Pre-Delay

Current firmware includes the ability to use Pre-Delay in the Reverb block as a simple echo. Pre-Delay now features Tempo, Feedback and Mix parameters. The pre-delay time has also been increased to 1s. Several Reverb types demonstrate this capability: Echo Plate, Echo Hall, Echo Room.

When Predelay is at zero, the Reverb block is simulating a room.

Low Freq Time and High Freq Time

FRACTAL AUDIO QUOTES


[36] […] If you are asking about Low Freq Time and High Freq Time those set the decay time relative to the midband time for the low frequencies and high frequencies. If you set the Time to, say, 10 seconds and High Freq Time to 0.1 the high frequencies will decay to -60 dB in 1 second.

[37] The reverb tail is divided into three bands. The low-frequency band is defined by LF Xover and LF Time. LF Xover sets the crossover frequency between the low and mid bands. LF Time controls the decay time of the low band relative to the mid band. So if LF Time is 2.0 the low-frequency decay time will be twice as long as the mid-band time. You may be able to use this to reduce low-frequency buildup.

High-frequency decay time works a bit differently. There is a single HF Time parameter. It controls the high-frequency absorption of the virtual room. The lower the value the faster the high frequencies decay relative to mid-band. A value of 1.0 means no high-frequency absorption.

The EQ page then controls equalization of the resulting tail. You can further shape the sound of the reverb using this, if desired.

Real rooms tend to have a slightly longer low-frequency decay and a shorter high-frequency decay. However if you're using LOTS of simulated reverb within a real reverberant environment then you can get low-frequency buildup. The tips above should help you adjust to the environment.

[38] Another way to EQ the Reverb is to adjust the Low/High Freq Times. The reverb is essentially three bands. Time sets the RT60 (decay time) of the mid band. Low/High Freq Times adjust the decay times of the Low and High bands, respectively, relative to the mid band.

Rev Mix (Global Settings menu)

For more information see:

FAS-FX Reverb plugin

Some of Fractal Audio's reverb algorithms are also available as software AAX, AU or VST plugins: See FAS-FX Reverb plugin for more information.

Tips, tricks and troubleshooting

Factory presets

Many factory presets contain some kind of reverb. Search the Factory presets page for reverb.

Alternative reverb effects

Gated reverb

For a gated reverb, try factory preset GATED REVERB or ADSR REVERB. Or use one of the Megatap Delay block types.

Blooming reverb

FRACTAL AUDIO QUOTES


[39] Put a Megatap block in front of the Reverb block. Set the type to Reverb Pre-Swell. Run the two blocks in parallel to the main signal chain.

Voice reverb

FRACTAL AUDIO QUOTES


[40] Put the Formant Filter block in series with the Reverb block and run the two in parallel with the Reverb Mix at 100%.

More information

Here's some additional reading for extra-credit:

Videos