Artsacoustic Reverb Manual

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ArtsAcoustic Reverb 1.2.

ArtsAcoustic Reverb Manual

Thank you for choosing an ArtsAcoustic product.


We have been putting a lot of research, heart and passion into this product and we hope
that you greatly enjoy it as much as we do.

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ArtsAcoustic Reverb 1.2.0

Contents
Contents ....................................................................................................................................... 2
Introduction................................................................................................................................... 4
Philosophy of the AAR.............................................................................................................. 4
System requirements ................................................................................................................... 5
Installation .................................................................................................................................... 6
Installation Windows ................................................................................................................. 6
Step 1 – Welcome................................................................................................................. 6
Step 2 – License Agreement................................................................................................. 6
Step 3 – Destination Folder................................................................................................... 7
Step 4 – VSTPlugins Folder.................................................................................................. 7
Step 5 – User Preset Folder.................................................................................................. 8
Step 6 – Start menu Folder ................................................................................................... 8
Installation Mac......................................................................................................................... 9
Step 1 – Install/Uninstall........................................................................................................ 9
Step 2 – Introduction ............................................................................................................. 9
Step 3 – Read Me ............................................................................................................... 10
Step 4 – License ................................................................................................................. 10
Step 5 – Select Destination................................................................................................. 11
Step 6 – Installation Type.................................................................................................... 11
Step 7 – Finish Installation .................................................................................................. 12
Copy protection....................................................................................................................... 12
Deinstallation .......................................................................................................................... 12
The fast way: Configuration and use of the AAR-Editor............................................................. 13
The level display ..................................................................................................................... 13
The editor’s fadergroups......................................................................................................... 14
The editor’s knob groups ........................................................................................................ 14
The damping fader.................................................................................................................. 15
The editor's displays ............................................................................................................... 16
The taskbar............................................................................................................................. 17
The save procedure ............................................................................................................ 17
Auto load preset .............................................................................................................. 18
Quick save .......................................................................................................................... 18
The setup view........................................................................................................................ 20
User preset folder................................................................................................................ 20
Knob mode.......................................................................................................................... 21
Mouse wheel ....................................................................................................................... 21
Level meter ......................................................................................................................... 21
Dry / wet level...................................................................................................................... 21
Bit depth .............................................................................................................................. 21
The Float-Editing Window....................................................................................................... 22
In depth: Features and overview of parameters......................................................................... 23
The parameters in detail ......................................................................................................... 24
The Timedesign parameters ............................................................................................... 24
Decay .............................................................................................................................. 24
Frequency-dependent Absorption (Damping) ................................................................. 25

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ArtsAcoustic Reverb 1.2.0

The Predelay ................................................................................................................... 27


Attack and Spread ........................................................................................................... 27
The Roomdesign parameters.............................................................................................. 28
Room Size ....................................................................................................................... 29
Room Width..................................................................................................................... 29
Diffusion........................................................................................................................... 30
Density............................................................................................................................. 31
Reverb Type .................................................................................................................... 31
Other parameters ................................................................................................................ 32
Level ................................................................................................................................ 32
EQ ................................................................................................................................... 32
Echo ................................................................................................................................ 33
Modulation ....................................................................................................................... 34
Quality ............................................................................................................................. 34
Appendix .................................................................................................................................... 36
Basic knowledge..................................................................................................................... 36
What is reverberation? ........................................................................................................ 36
Reverberation buildup ......................................................................................................... 37
A note on convoluting and generating .................................................................................... 38
Finish.......................................................................................................................................... 40
Support ................................................................................................................................... 40
License Agreement .................................................................................................................... 41
License of unregistered Software ........................................................................................... 41
Grant of License ..................................................................................................................... 41
Copyright ................................................................................................................................ 41
Acceptance of this license agreement .................................................................................... 41
Disclaimer of warranty and liability ......................................................................................... 41
Other restrictions .................................................................................................................... 42
Invalid provisions .................................................................................................................... 42
Entire agreement .................................................................................................................... 42
General ................................................................................................................................... 42
Copyrights and Trademarks ....................................................................................................... 43

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ArtsAcoustic Reverb 1.2.0

Introduction
If you are an experienced user of music software you would – of course – like to start right away
and not work your way through a lengthy manual. Nevertheless you should risk a glance into
whole manual in depth.
Being longtime users of native Reverb-Plugins ourselves, we can imagine how your first session
with the AAR might otherwise look like (because we would do it just the same way): At first you
would turn diffusion, roomsize and roomwidth to the maximum right. And isn't this, because
most native reverbs with low diffusion or roomsize sound absolutely unacceptable in most
situations? At exactly this point we would like to pick you up. And this is, why you might want to
read this manual – in here we introduce to you the flexible ways of the AAR, which make a lot of
wonderful exceptions to your overall sound and use of this plugin.

Philosophy of the AAR


When using the AAR for the first time, you will easily notice the background philosophy of this
plugin. Its starting point is you, the user. Our greatest point of attention was making the plugin
most flexible and at the same time as effective as it can be, thus allowing the user to reach best
results with any production in the shortest time possible. To this, some factors contribute:

• Sound: the reverb always sounds as best as possible, independent of your adjustments.
• Look&Feel: A clearly structured, functional and yet optically pleasant interface.
• Features: anything is possible, but the number of parameters is clear and comprehensible.
• Editing: something actually happens, when a control is moved. A control that does not
change anything perceivable is not useful in a reverb, if you ask us. The controls of the AAR
work like you expect them to.
• Joy: The sum of these four factors equals the most important of them all: Fun at work.

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System requirements
• This software is a plugin for Microsoft Windows / Mac OS X (Universal Binary). You will
need a host software where you can run it in. It cannot be run as a stand-alone application.
• The plugin relies on the VST™ (Virtual Studio Technology) specification by Steinberg™
(Windows and Mac) or the Audio-Units Standard by Apple (Mac Only). It can only be run in
a host that supports at least one of these standard architectures.
• Please refer to your hosts manual to assure that your host software supports either the VST-
Technology or the Audio-Units Standard.

Windows Macintosh

Required: Required:
• Pentium / Athlon 800 MHz • Macintosh with G4 or Core Solo Processor
• 128 MB RAM • 128 MB RAM
• Windows XP Home or XP Professional • OS X Version 10.3.3 – 10.4.8
• Windows MME compatible audio hardware • CoreAudio compatible audio hardware
• VST2 compatible Host • VST2 or AU compatible Host
• Display Resolution 1024 x 768 pixels • Display Resolution 1024 x 768 pixels

Recommended: Recommended:
• Pentium / Athlon 1.8 GHz or faster • Power Mac G4 Dual 1.25 GHz or faster
• 512 MB RAM • 512 MB RAM
• Display Resolution 1152 x 864 pixels, dual • Display Resolution 1152 x 864 pixels, dual
monitor setup monitor setup
• ASIO compatible sound card recommended

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ArtsAcoustic Reverb 1.2.0

Installation
This section will assist you with installing the ArtsAcoustic Reverb on a Windows and Macintosh
system.

Installation Windows
Double-click the installer to start the installation.

Step 1 – Welcome

Click Next> to continue.

Step 2 – License Agreement

Please read the license agreement and click the checkbox if you agree to the terms.
Click Next> to continue.

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Step 3 – Destination Folder

ArtsAcoustic Reverb will be installed in the Destination Folder. To choose another location, click
Browse. Click Next> to continue.

Step 4 – VSTPlugins Folder

The VST part of the plugin will be installed in the VSTPlugins Folder. To choose another
location, click Browse. Click Next> to continue.

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Step 5 – User Preset Folder

ArtsAcoustic Reverb User Presets will be saved in the User Preset Folder. To choose another
location, click Browse. Click Next> to continue. You can change the User Preset Folder
afterwards within the plugin setup window.

Step 6 – Start menu Folder

Click Install to continue.

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ArtsAcoustic Reverb 1.2.0

Installation Mac
Double-click the installer package icon to start the installation.

Step 1 – Install/Uninstall

Choose what you want to do. You can either install the actual version or uninstall a older
version.

Step 2 – Introduction

Click ‘Continue’ to continue.

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Step 3 – Read Me

Click ‘Continue’ to continue.

Step 4 – License

Click ‘Continue’ to continue.

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Step 5 – Select Destination

Click ‘Continue’ to continue.

Step 6 – Installation Type

If you want to individually select the components to be installed click ‘Customize’. Here you can
choose if you want to install the AU and/or VST version of the ArtsAcoustic Reverb.

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ArtsAcoustic Reverb 1.2.0

Step 7 – Finish Installation

If you are performing a new installation click ‘Install’. Otherwise click ‘Upgrade’ for upgrading an
existing installation.

Copy protection
The plugin has to be activated using a serial number. The serial number has been sent to you
with your registration email.

On the first start of the plugin you will be asked to enter a valid serial number.

In case the entered serial number is not correct the plugin will not process any sample data.
Until you enter a valid serial number you will be asked again when opening the plugin.

Deinstallation
• On Windows use the system tools to uninstall the plugin.
• On Mac OS X use the Uninstaller which is located in '/Library/Application
Support/ArtsAcoustic/Reverb/ ArtsAcousticReverb_Uninstaller.app.

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ArtsAcoustic Reverb 1.2.0

The fast way: Configuration and use of the AAR-Editor


When you open the plugin you will see the editor right before you. Now we want to get familiar
with its configuration and displays. Take your time and have a go at everything. Try to
experiment a bit! Don't worry, there is no virtual room in your computer that collapses at a wrong
setting.

The level display


In the upper left you will see the ArtsAcoustic Logo, which at the same time serves as a level
meter. If a signal is connected to the input, it is shown on the left side of the logo. On the right
side the level of the output signal is displayed. Clipping is indicated when the scales reach
orange level.

The AAR’s level meter,


showing clipping at the input

The input display is independent of the position of the “dry” control. That way you can
easily recognize possible input clipping, even when the dry input signal is not added to
the reverb.

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The editor’s fadergroups


Right besides the logo you will find the faders for Time Design. With these you can handle the
parameters that influence the reverberation envelope.
Located below are the faders for Room Design, which you use to define the characteristics of
the room.

All faders can be operated by mouse as is usual. The current values are shown directly in the
respective fader button. To fine-tune settings, use one of the following alternatives:

• the mousewheel, if your mouse has one and your system supports that function
• hold the 'shift' key while dragging to achieve a higher resolution
• the Float-Editing Window (read more below)

The editor’s knob groups


Level, EQ, Damping, Echo, Modulation and Quality can be controlled by turning the knobs in
this section:

By default the knobs operate in linear mode. In linear mode you can change a value by clicking
a knob and dragging upwards (to increase the value) or downwards (to decrease the value).
The current value is displayed below the knob.

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In circular mode, you use the mouse pointer as if you were turning a real knob. By clockwise
turning you increase the parameter value; by anticlockwise turning you decrease it.

The knob mode can be changed on the setup page (see chapter setup page).

In linear mode the knobs do not respond to a click itself. You have to move the mouse
to actually change a value. This is done to prevent an accidential adjustment. The knob
then does not jump to a wrong value. This behaviour is very handy when fine tuning
parameters.

The damping fader


For the 3-band-damping there is an additional Splitfader to adjust the crossover frequencies of
the bands. Either you adjust every crossover frequency on its own by moving the respective
fader handle, or both frequencies at once, by clicking in the area between the two fader handles
and dragging the mousepointer left and right while pressing the mousebutton. For technical
reasons the splitfader does not support the mousewheel.

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The editor's displays


The Info-Window shows information about all actions you currently conduct in the editor. Often
you get additional information about the parameter you presently edit.
The plugin editor also supports mouse hover functionality: when moving the mouse over a slider
or knob its value is read out to the info window.

In the Type-Window above you can define the reverb type, by either opening the drop down
menu using the downward arrow symbol, or stepping gradually through the types by using the
left and right arrow symbols. The currently chosen type is shown in text and also as a little
symbol.

The Time-Display shows the reverb tail as a time curve. The grey area symbolizes the
envelope of the diffuse reverberation, the vertical lines indicate the position and volume of the
early reflections. By clicking into the Time-Display and moving the mousepointer up and down
while pressing the button, you can adjust the reverberation time.

The reverb’s time curve diagram in the Time-Display is logarithmic. Shorter


reverberation times can be displayed more precisely this way. Please don´t be
confused: when you adjust for example the pre-delay also the length of the
reverberation tail will change graphically, because the more the reverberation tail
moves to the right, the smaller the time units get in the graphic display. The length of
the actual heard reverberation tail of course will not change at all.

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The Frequency Display gives you control over all frequency-related settings of the reverb. The
three frequency bands of the diffuse reverberation are displayed as bars. In the vertical direction
you can see the relation to the reverberation time, in the horizontal direction you see the
frequency. You can edit the bands by mouseclicking into a bar and move it around in cycle
while pressing the mousebutton. To move a bar in only one direction, you can grip it with the
mousepointer on the upper edge or on a sideways edge (the mousepointer will change
accordingly while moving over the respective area). Additionally the Equalizer is displayed as a
curve in the Frequency Display. You can adjust the frequency limit of the high pass filter by
using the left triangle symbol on the lower edge of the Frequency Display, accordingly you
change the limit of the low pass filter using the right triangle.

The taskbar

Here you find:

• preset management button (yellow folder), which lets you open a dropdown menu with the
following options:

o load preset: opens a dialog that lets you choose a preset for loading
o save preset: opens a dialog to choose a location to save a preset
o refresh: refreshes the factory and user menus
o factory: lets you choose a factory preset. The presets are organized in
several sub categories for convenient browsing
o user: lets you choose your self created presets. The content of the user menu
depends on the user path that is selected on the setup page. The menu will
reflect the hierarchy off your harddisks folder structure to allow for sorting
your presets into specific categories.
• preset name text field. To change the preset name, just click into the text field and enter a
new name, confirming with enter or by clicking outside the text field. If you want to cancel hit
the 'esc' key on your keyboard.
• two buttons to quickly access the previous (left arrow button) or the next preset (right arrow
button) in the preset list. The preset list consists of all factory and all user presets in all
categories.
• button to toggle between 32 / 64 bit processing mode
• 2 buttons for toggling between the main and the setup view,
• preset dirty indicator / quick save button

The save procedure


Once you have edited a setting, the preset dirty indicator will turn slightly red.

• If you want to save the preset you made, remember to give it a name.
• The name editing is simple: Click on the name in the brown bar (in the upper image it is
named „Initial Program“). The name will be highlighted. Then give a name by typing it on
your computers keyboard.
• Hit the enter key, or click in an empty area of the plugin.

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• Now click on the yellow folder icon: A drop down menu appears.
• Choose „save preset“.
• The save dialog pops up. This will be a common save dialog of your operating system.
• Choose your location where you want to save this preset.
• Press save.

That’s it.

To be cross platform compatible as far as possible, and compatible to other hosts on


the same platform, we do not recommend to use the preset manager provided by your
host software, as some hosts (such as e.g. logic) use their own format for storage,
which might not be compatible to other hosts, even though it might work within that
particular host. The AAR preset manager uses an own format that ist compatible to all
platforms, hosts and to future versions. To be safe in compatibility issues, you should
use the build in preset manager of the AAR (described above)

Once you have saved more than one user preset into the user preset folder (the one you
created in the installation procedure), you can switch between them back and forth via the arrow
buttons left and right of the name bar.
This also includes subfolders, which you are free to create as much as you want.
The idea is, to create subfolders in the user preset folder, named e.g. with given categories, just
like in the preset folder, and then being able to switch through all of the user presets, without the
need to change the directory manually.
Additionally, if you click on the yellow folder icon after you saved user presets, it will show you
the user presets in a tree structure, allowing you to choose them in random order.
The refresh option updates the tree structure, if user presets are not showing up correctly for
whatever reasons.

The factory presets cannot be overwritten. You should use the user presets folder
instead, if you edited and now want to save one of them.

Auto load preset


If you save a preset called “autoload” into the root of your user presets folder it will be used as
the initial settings of the AAR.

Quick save
For very intuitive and instant saving we have implemented a „quick save“, which is located at
the left next to the name bar, which looks like a diskette symbol. Once you edit a parameter it
will turn slightly red, showing you, that you made adjustments. If you click on that red indicated
symbol, it will instantly save the current setting by overwriting the reference you loaded
previously. However, if you loaded a factory preset file before editing (not a user preset!), the
save dialog will pop up, just as if you choose save from the drop down menu. This is to prevent
overwriting of the factory presets of the AAR.

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When using factory presets, we suggest you to give a new preset name in the plugin’s
name bar before you click the quick save symbol, unless you want to use the original
preset’s name. Otherwise, if you loaded and edited a factory preset, the original name
will be used once you save it without giving a new name.

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The setup view


Here you can

• specify your favorite folder (user preset folder), where you want the user presets to be saved
on your hard drive,
• set the mode in which the knobs work (linear or circular),
• set the mode in which the mouse wheel works,
• enable the level meter,
• set the mode in which the dry / wet levels are handle when loading presets,
• set the mode in which the 32 / 64 bit processing is handled when loading the presets,
• see the version number of the plugin.

User preset folder


To change the user path folder click on the yellow folder icon. An operating systems common
dialog will pop up, allowing you to freely define another folder. This also works afterwards,
meaning, if you e.g. manually move the favorite folder on the hard drive after the install
procedure, you should reassign this folder that way, so the plugin is ”updated“ and will
remember this path. If you instantiate the plugin, the save or load dialog will lead you to that
folder directly when saving, so there will be no need to browse.

However, there is one exception:

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Assuming you worked for a while with the plugin in a session, saved some user presets into
some subfolders within the user preset folder, the plugin will always remember the path of the
last chosen subfolder and lead you there again when saving. Only if you unload the plugin in
your host and reinstantiate it again it will lead you to the user preset folder directly when saving.

This “remembering behaviour” is only working within the user preset folder. Outside
this folder the plugin will ignore the paths you eventually saved a user preset at, and
leads you back to the user preset folder, when saving again. We did this to prevent you
from accidential saving to a directory that you maybe won’t remember at a later time.
This way you can be as shure as possible that all user presets are at least somewhere
within the user preset folder, thus making a backup of your library will be a breeze.

Knob mode
To change the knob mode, simply click one of the radio group buttons. The change will be
instantly applied, no need to reinstantiate the plugin.

There are two options to choose from:

• linear mode: By default the knobs operate in linear mode. In linear mode you can change a
value by clicking a knob and dragging upwards (to increase the value) or downwards (to
decrease the value).
• circular mode: In circular mode, you use the mouse pointer as if you were turning a real
knob. By clockwise turning you increase the parameter value; by anticlockwise turning you
decrease it. The further you drag the mouse away from the knob while pressing the
mousebutton, the finer the adjustments are.

The faders in the time or roomdesign section will allways work horizontal. Only the
knobs will change according the mode you specify here.

Mouse wheel
To change and enable the mouse wheel behavior you can edit the mouse wheel parameters.

Level meter
To save some CPU cycles you can disable the level meter.

Dry / wet level


With this switch you can enable to ignore the dry / wet settings when stepping through the
presets.

Bit depth
With this switch you can enable to ignore the 32 / 64 bit processing settings when stepping
through the presets.

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The Float-Editing Window


Every parameter can be changed directly in the editor by using the mouse. But to give you even
better control over the adjusting of parameters, there is the Float-Editing Window. You open it
either by double-clicking or right-clicking a fader or a knob. Now an additional window will open,
which is not connected to the editor. It can be moved around on your desktop freely and will not
disappear when you click in the background (hence called “Float-Editing window”).

In the Float-Editing Window you will see three big wheels you can turn by clicking into them and
moving the mousepointer while pressing the mousebutton. The upper wheel (Coarse) will
change the parameter roughly and in big steps. Use it to quickly reach the intended range of
value.

The wheel in the middle (Normal) will change the parameter with the same accuracy as in the
editor. Use this to adjust a desired value quickly and with adequate precision.

The lowest wheel (Fine) will change a parameter very precisely. Use it when you want to define
a intended value very accurately or just want to change nuances.

In the upper bar the name of the parameter and the respective value are displayed. You can
also enter a new value here. Just click on the displayed value. It will then be highlighted and you
can enter a new value with your keyboard. Finish your input by pressing enter.

The three buttons on the left side can be used to quickly activate several standard settings of
the parameter. Click “Max“ to choose the maximum value of the parameter, „Default“ for the
standard value or “Min“ to choose the smallest possible value of the parameter.

To the left of the parameter name you see a downwards arrow. If you click on it, a dropdown
menu opens which lets you choose a different parameter to edit in the Float-Editing Window.

Congratulations, you made it up to here!!

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In depth: Features and overview of parameters


The most important feature of the AAR besides its excellent sound attributes is its remarkable
flexibility, despite its concise number of parameters. We call it ourselves the “jobverb”, because
you can easily use it for almost any purposes in a fast yet effective way.

Welcome to a tour of its most important parameters :

Reverberation time for bass, middle and treble can be adjusted separately, with the times for
the three bands defined by their relation to the global reverberation time (Decay). By using this
so called frequency-dependent absorption you can already create a variety of different reverbs,
from dull and thumping to cold and sharp. The frequency limits of the bands can be freely
defined. As an experienced producer you perhaps should also know, that the AAR in the bass
and treble-band at a ratio of 0.1 will perform a roll-off-absorption.

Besides its three band absorption the AAR comes with some more features which you can use
to create the most different kinds of rooms. The word “room” is completely independent of any
spatial dimensions – from a cat's toilet to a meteor crater. Starting from one of the seven basic
room characteristics of the AAR, the Reverb Types, you can easily define the attributes of the
room you want to create, using the parameters Roomsize, Diffusion and Roomwidth. Thus
you can influence the effect of reverberation on the signal you want to reverberate and the
overall impression in the mix as well. Especially with these parameters you shouldn't let your
bad experiences with other reverb-plugins influence you to just use the maximum settings. By
using the room attributes you can for example directly influence the depth of your mix, just by
using a bigger or smaller sounding reverberation, making it more direct or indirect or broadening
it or narrowing it down. Especially with diffusion there is a rule: Reverb must not necessarily
sound worse on a smaller scale. Depending on the signal and the style of music it might even
sound better.

The same applies in a similar form for the Density. A smaller density e.g. on a sidestick will lead
to a grainy reverb tail. But now try to withdraw the density on vocals a little, and you will notice
how transparent and unobtrusive the reverb tail will become instantly!

You can influence the reverberation buildup behavior of the diffuse reverb by using Attack and
Spread. With Spread you define how long the diffuse reverb will stay fixed before decaying.
The real reverberation time will not be changed by this, but the felt time will indeed. The function
Attack defines if and how strongly the diffuse reverb will rise during the spread-phase.

The Modulation will save you with many signals. Modulation provides an effect to differentiate
the reverb tail perfectly from the dry signal, eliminate eventually given resonances, making it
sound smooth, spatial and homogenous. With acoustic instruments like piano or guitar you
should use it carefully though. Otherwise they might lose their naturalness – the piano for
example may sound out-of-tune, honky-tonk-like.

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To make the reverb tail livelier, you can make it die away echo-like by using Echo Int. The
speed of these echo resonations is defined with Echo Size. Besides creating sound-effects, you
can also use this function to make a long reverb tail more transparent, so it fits unobtrusively in
the mix.

By using Quality you can adjust the sampling rate the reverb should use for internal processing.
Currently two frequencies are available: 44.1 and 22.05 kHz. The first perfectly meets CD
quality and should be sufficient for any productions with regard to reverberation. The second is
of lower quality but uses less cpu cycles. Generally you should know, that the AAR will basically
use one of those two frequencies internally, independent of the outward signal. The conversion
will be done automatically in the best quality possible. Your advantage: even with a 192 kHz
production you will not have additional CPU load.

Any further parameters of the AAR should be self-explanatory to the greatest possible extent –
but will nevertheless at length be dealt within this manual.

The parameters in detail


In this chapter we would like to describe the individual parameters at length and give you some
background information and tips regarding their importance in everyday studio life. We tried our
best to write it down comprehensible and coherent. But if you get stuck anyway, just try around
a little, just play with the parameters. Learning by doing is our slogan, because all theory can
not replace a little practical experience. On the other hand, we don't want to neglect theory
completely, even the most curious user should be able to quench his thirst for knowledge.

The Timedesign parameters


Timedesign means all parameters that relate to the shape of the reverberation envelope. With
the exception of Predelay, they all have something in common: They all deal with the temporal
buildup and reduction of energy. But where is the connection between reverberation and
energy? Imagine a sound source as a battery, namely a provider of energy. If you connect the
battery to an engine, it will start turning, just as a sound source will make a room start
resonating. If you turn the battery off the engine will continue to turn for a short while. And a
room reacts in the same way: It resonates for a while, which makes up as reverberation. Now
there are engines that turn for a long time, because they have bearings with extremely low
friction and others that stop instantly. Thus, friction is the parameter that defines how long an
engine will continue to turn, meaning how fast it releases the energy it has derived from the
battery. In acoustics this parameter is not called friction, but absorption (damping). Absorption
develops when sound beams are reflected by an absorbing material. So a sound beams loses
energy with every reflection, thus it becomes quieter. This explains the different lengths in the
decay of reverberation in rooms of different damping.

Decay
The parameter Decay (reverberation time) defines, how long the reverberation tail should
decay. It is displayed in seconds. Reverberation time is standardized internationally and most
commonly called T60. The value 60 indicates its definition: reverberation time T60 is the time it
took for the level of the reverb tail to sink by 60dB.

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Reverberation time is one of the most important parameters with reverbs, because it is the one
to be heard easiest. But you should be aware of the fact, that the length of the reverb tail does
not correspond to the size of the room. In fact it defines how fast the energy brought into the
room by a sound source deflagrates. Perhaps you have noticed it yourself when redecorating
your home: an empty living room instantly has a longer reverberation time as the same room
furnished.

Frequency-dependent Absorption (Damping)


In most cases strength of absorption differs for different frequencies. The reason for this are
specific characteristics of the sound-reflecting material. In many cases with high frequencies
more energy is absorbed, for example by curtains or carpeting. So in a room with many curtains
and wall-to-wall carpeting high frequencies in the reverberation tail will decay faster than deep
ones. The result is an acoustic impression of a dull and relatively dry room.

The frequency-dependent absorption of the AAR helps to very flexibly simulate different
materials and their impact on the sound characteristics, because absorption can be adjusted for
the three frequency bands: bass, middle and treble. The crossover frequencies of the bands
can be defined with the splitfader or the frequency window, as described above.

You can define the absorption capacity for every band in a proportion (Ratio) to the global
reverberation time (Decay). If this sounds confusing at first, let us give an example: Let's
assume you want to arrange a dull room, which has a decay of one second. Then you assume
this room is furnished with so many curtains, that the high frequencies in the reverberation tail
decay twice as fast as the other frequencies. Twice as fast means half of the time, thus 0.5. So
you set the Hi Ratio on 0.5 and the high frequencies die out in 0.5 times of the global
reverberation time (Decay).

T60

lo ratio = 1.0 mid ratio = 1.0 hi ratio = 0.5

1s

0.5s

frequency
Example: a dull room

Now you might want to simulate a bigger room with more fullness and warmth. To achieve this
you can have the deep frequencies decay a bit longer than the rest. Let's assume deep
frequencies should decay 1.2 times longer, so you set Lo Ratio on 1.2. If global reverberation
time for example is set on 2 seconds, now the deep frequencies will die out in 2.4 seconds. For
high frequencies we choose the same value as above.

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T60

lo ratio = 1.2 mid ratio = 1.0 hi ratio = 0.5


2.4s
2s

1s

frequency
Example : a warm, dull room

Another example: A room with marble walls, that sounds pointed and cool. So you set Decay on
0.6 seconds, Lo Ratio on 0.6, Mid Ratio on 2.0, Hi Ratio on 0.9 and the crossover frequencies
on 1300 Hz and 6000 Hz. Do you notice the difference to the examples before? Below 1300 Hz
the reverberation decays in 0,36 seconds, between 1300 and 6000 Hz in 1.2 seconds and
above 6000 Hz in 0.54 seconds.

T60
lo ratio = 0.6 mid ratio = 2.0 hi ratio = 0.9
1.2s

0.54s

0.36s

frequency
Example: a bright, pointed room

As we work with ratios to the global reverberation time (Decay) there can be longer or
shorter reverberation tails as defined with Decay. For example when all three ratios
are set on 5.0, this results in a reverb tail five times longer. This can be useful when
you need a reverb tail that is longer than 45 seconds or shorter than 0.2 seconds.

When Hi or Lo Ratio is set on the minimum value of 0.05, the AAR will perform a so
called Roll-Off-Absorption. In this, the reverberation will not be computed in the three
bands, but the absorption will be conducted by high or low pass filters. The behaviour
of the decay is thereby changed very clearly and the effect is drastic.

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T60
lo ratio = 0.05 mid ratio = 1.0 hi ratio = 0.05

frequency
Roll-Off-Absorption

The Predelay
By using Predelay you can delay the complete reverberation by a specific amount of time.
Predelay originates in the fact, that at a recording in a room the time for the first reflection to
arrive is defined by the distance between sound source and microphone. For instance, when it
is very close to the sound source, the difference between direct sound and first reflection is
relatively big. If the microphone is further away, this difference is significantly smaller. For the
sound design, the predelay is a very important parameter – it defines how far the hearer is away
form the sound source. Using several reverberation rooms in a production, you can thus
achieve more depth by moving the sound sources closer or further away from the microphone.
Realistic Predelay values are in a range from 20 to 200 ms. But also with a greater delay the
predelay is commonly used as an effect. For example the beginning of the reverb tail can be
delayed – for instance by a musical eight note – resulting in an interesting effect especially with
percussion sounds.

Attack and Spread


The parameters Attack and Spread have an effect on the initial part of reverberation. To
understand what this initial part of reverberation means, we use our example of battery and
engine: If you connect battery and engine, the engine will take – according to its specific build –
a shorter or longer time until it has reached its desired momentum. With rooms it is just the
same: diffuse reverberation takes some time to build up. The time until this happens varies from
room to room. Different from the engine, with reverberation there is the possibility of a non-
linear decay. Often this decaying phase is described by energy time curves. For example many
rooms in their initial reverberation phase have a high energy contingent which is retained for an
instant and than quickly declines.

Working with the AAR you can use the parameters Attack and Spread to influence the energy
time curve in the first phase of diffuse reverberation, the so called envelope of the initial part of
reverberation. Both parameters are connected, which you can see best in the Time Display:
Spread defines the length of the retaining phase, whereas Attack is used to set the degree of
swelling during this phase. When Attack is set on 100% you will hear a clear swelling, at 0% the
diffuse reverberation is quickly build up and is sustained for a moment, depending on the setting
of Spread.

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level Spread

0%

Attack

100%
0% 50%
time

Adjustable envelope of the initial part of reverberation with the AAR

Admittedly the theoretical background of the initial part of reverberation is not really
uncomplicated. But we want to encourage you to try out the two parameters. Just pay attention
to the change in the interaction between reverberation and original signal:

• By enlarging Spread and leaving Attack on 0%, you enhance the energy of the reverberation
tail in its starting phase. Thus you influence the felt reverberation time without changing the
real reverb time. The reverberation sounds stronger and baggier, the starting phase
resembles a significantly longer reverberation, but can also seem a bit sludgy.

• With some well-dosed Attack you give the reverberation a spatiality, a corpus which makes
it seem softer and more plastic. The reverberation tail is more emphasized and less merged
with the original signal.

• Without any Attack and Spread the reverberation becomes the most unobtrusive. It decays
instantly and thus merges with the original signal, which nevertheless remains transparent
and firm.

• With extreme settings of Attack and Spread you can also generate completely artificial non-
linear reverberation tails. Sometimes this might be desired, for example in sound design or
in pop music productions.

Please notice that Attack and Spread only influence the diffuse reverberation. The first
reflections will not or only slightly be influenced. Thus changes in Attack and Spread
will become very easily audible, when Diffusion is very high (more on this later).
Furthermore also Roomsize and Echo can influence the impact of Attack and Spread.

The Roomdesign parameters


Roomdesign means all parameters that relate to shape, furnishing and size of a room. Contrary
to the Timedesign parameters they do not focus on the decay behavior, but more on the
arrangement of the reflections. For that reason the Roomdesign parameters have the strongest
– but not exclusively – effect on the first reflections.

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But what influences the arrangement of reflections in a room? When you are a live musician you
might know the phenomenon that everything sounds sludgy and unpleasant in the soundcheck,
but no longer in the concert itself. The room has not changed, except for the fact that now
people are standing in front of the stage (at this point we hope of course, that there are always
many many people!). The audience in this case has an acoustic effect: Firstly it dampens the
room, which leads to a shorter reverberation time. And secondly the sound no longer is strongly
reflected from the floor, which becomes noticeable in a more homogenous reverberation. The
sound and the effect of reverberation seem to be strongly dependent on the way how a room is
constructed and what is in it. Using the Roomdesign parameters you can quite comfortably
affect this.

Room Size
It is often falsely assumed, that there is a connection between room size and reverberation time.
But think of a comparison between a basement garage and a cinema hall. Both can be of
exactly the same size, but the reverberation time would nonetheless be extremely different.
How big a room sounds, vitally depends on the structure of the early reflections. If they arrive
very soon and in close frequency our human brain assumes a small room. If there are strong
reflections that arrive later, a bigger room is assumed by us. Besides the reflections the timbre
of the reverberation plays an important role: a tiny coop sounds nasal and tight, a big
storehouse on the other hand sounds open and wide. And also the buildup of the diffuse
reverberation is connected to the room size. The smaller the room, the faster the reverb builds
up.
By using the parameter Room Size you can adjust the virtual size of the room. The information
given in meters should give you an approximate impression of the size of the diagonal of the
room simulated. In the Time Display you can see how the first reflections will change, when you
adjust the Room Size. Please also pay attention on how the buildup of the diffuse reverberation
and the timbre of the reverb change!

Room Width
Imagine standing in a long narrow tunnel and listening to the reverberation after you clapped
your hands. Imagine the reverberation once when you look in the direction of the entrance or
exit of the tunnel, and a second time, when you turn around by 90 degrees and face a tunnel
wall. This effect can be achieved with the parameter Room Width. Smaller values result in a
narrow and protracted reverberation, big values will end up with a broad and open
reverberation. At 0 degrees the reverberation is completely mono, at 180 degrees it is
completely stereo – thus entirely decorrelated.

Unlike other Reverb generators the AAR generates the room width not with panorama
controls at the output, but engages far more deeply in its algorithm. Furthermore when
working with big values it does not use antiphases, as many others do. So even with
maximum Room Width the reverb does not generate mono incompatibilities and is
100% mono compatible.

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Diffusion
Diffusion in an acoustic sense is the degree of dispersion of the spreading sound waves after
being reflected. Aha. So let's try to imagine it with an example: You take a ball and throw it
straight against a wall – it surely will bounce back and hit you in the head. Now you take a jet of
water and also point it straight against the same wall. You will also get hit, but the water will also
splash in all other directions besides your head. This – admittedly far-fetched – example should
explain to you, how a diffuse reflection works. A sound beam is dispersed in all (or at least
many) directions, depending of the structure of the wall’s surface. The returning sound does still
sound similar to the original signal (compare the water example), but will be a lot more diffuse
and indirect. With a hard reflection the reflected sound is a lot more precise and more concrete.
If a reflection is hard or diffuse depends on the material and the object that is reflecting. When it
has a big, smooth surface, the reflection will be hard. The more the surface is structured, the
more angles and relief it has, the more diffuse the reflection gets.

Hard Reflection Diffuse Reflection

Transferred on a complete room this means: the more objects are in it and the more complex
their surfaces are structured, the less single reflections will be audible.

Just the same does the parameter Diffusion work in the AAR. If Diffusion is set on a low value,
the early reflections become clearly audible, at higher values on the other hand they will
disappear in the diffuse reverberation. The diffuse reverberation itself will not change at different
values of Diffusion. This may sound contradictory at first, but diffuse reverberation only is
diffuse reverberation when it really is diffuse – meaning: no single reflections are audible.

Use Diffusion to influence the spatiality in your mix. Why? Well, it is a known fact, that the first
reflections generate our impression of a room. A less diffuse room with clear first reflections will
sound more spatial than a diffuse room with little distinct reflections – because your brain
notices the reverberation itself and not the walls and objects that generate it. Perhaps you
should try the following: take a short drum sequence and reverberate it with the AAR in a way,
that only the reverb signal is audible. Then change the Diffusion and you will hear this effect:
the diffuse reverberation sounds more far away and more indirect than the not diffuse reverb.
Together with the original signal you will hear how the less diffuse reverb will merge more with
the original signal, because our brain connects the room and the signal by using the early
reflections!

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You can also imagine the distinction or merging of the reverberation tail with this example : A
drummer is playing in front of the open doors of a big church. You hear him very close and
clear, just as the reverberation, that comes from the back through the doors of the church. But
you can clearly distinguish between the drum and the reverberation. Now put the drum in the
middle of the church but stay in the doorway and listen. You will notice how drum and
reverberation overlap and merge with each other.

Density
Using Density you can adjust the number of computed reflections per second.
“Excuse me?!” Ok ... ;=) The difference between Density and Diffusion is the following:
Whereas Diffusion mainly focuses on the first buildup of the reverberation, Density is
influencing the complete reverberation. In a natural room the number of reverberations
generally strives for infinity, even in a lesser diffuse room. Only the time until then is differing
and depending on the Diffusion. With little diffusion you will hear single discriminable reflections
in the beginning, but later on only a homogenous reverberation. At a low Density on the other
hand you will hear single reflections during the complete reverberation!
But why do we need adjustable Density then? Well, a natural room is not always the one most
suitable for your production. Besides the simulation of a room, artificial reverberation should
also serve as an effect to upgrade your mix, or refining or drastically changing a sounds
character.
Especially with complex productions in which many signals will be mixed together a dense
reverberation can sound dominant and sloppy. Use the parameter Density to make the
reverberation more light and airy (smaller values) or more strong and full (bigger values). When
you use very small values the reverberation tail will get resonant and grainy, what may be very
interesting at vintage productions.

Density influences the diffuse reverberation as well as the early reflections. The Impact of
Density is shown in the Time Display via the transparency of the reverb tail.

The AAR has to compute less with a low Density. So a positive side effect can be a
lower CPU load.

Reverb Type
With Reverb Type you have the possibility to choose between seven different basic types of
reverberation. Besides the pattern of the early reflections also the timbre of the diffuse
reverberation and the spatiality will change. Especially we would like to point out, that with
every Reverb Type you can generate small, medium, big, dampened, smooth, cold, warm
rooms, or any other that you can think of. By giving you a selection of Reverb Types we just
define some basic characteristics, for example if a reverberation should sound soft, hard, nasal
or open. Therefore the icons have only a symbolic value – they do not represent the layout of
the respective room. Now we would like to introduce you to the seven Reverb Types:

• Smooth: As the name already indicates this type is soft and baggy. You can use it for many
purposes.
• Strong: A very versatile type with strong early reflections.
• Small: This type generates a smaller, a little nasal reflection pattern and is suited for small
rooms, like a car, or a kitchen. But it could even be a small concert hall or a little arena.

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• Medium: A compact type with a defined spatial reverberation. Well suited for the simulation
of clubs, stages, bigger living rooms or to reverberate percussive signals
• Large: This type sounds very neutral and has clear early reflections. Therefore it is fit for
bigger rooms and halls. It is a good choice for vocals and melody instruments, even for
orchestras. But also smaller rooms for drums and percussions can be generated.
• Fast: when you need a direct initial part of reverberation this type is the best for you. It has
very few early reflections and thus sounds a little unnatural. Therefore it is best suited for the
legendary plate reverbs.
• Open: This type has neutral sound characteristics and a balanced spatiality so you can
generate musical rooms of all sizes.

Other parameters

Level
The two turning knobs Dry and Wet can be used to control the level of the unprocessed input
signal and the pure reverb signal. The display is in dB, its amplitude ranges from -oo dB (no
signal) up to +6 dB (amplification by 6 dB). In the default settings and in all factory presets Dry
is on -oo and Wet on 0 dB.

In case you want to use the reverb as a send-effect, as in multitrack productions where several
tracks simultaneously should send to one reverb, then the Dry control should be turned to the
maximum left (-oo).
In case you want to use it as an insert-effect, for example as a reverb that applies to the whole
mix of a stereo-recording, the Dry control should be on 0 dB and afterwards the Wet control
should be turned until the balance of the mix is right.

Clipping
If you see clipping at the output (the orange section in the right level display then is flashing),
you should adjust Dry and Wet until the clipping disappears.
And if you see clipping at the input (left level display) you should turn down all signals that are
send into the reverb until clipping disappears.

The input display is independent of the setting of the Dry control. Thus you can see any
clipping in the input even when the dry input signal is not mixed in the reverb.

EQ
With the built-in equalizer of the AAR you can perform the most common filtering measures with
artificial reverberation. We thought for a long time, what type of filter would make the most
sense to give you. In our opinion the most frequent thoughts in a production are “treble off” or
“bass off”. So the AAR has the two features Lo Cut and Hi Cut.

With Lo Cut you adjust the frequency of a 2-pole high pass, below it frequency parts are
lowered with 12 dB per octave. If the control is turned to the maximum left, the filter will be
turned off and thus does not use any CPU-load.

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Accordingly with Hi Cut you adjust the frequency of a 2-pole low pass, above it frequency parts
are lowered with 12 dB per octave. If the control is turned to the maximum right, the filter will be
turned off and thus does not use any CPU-load.

The impact of these two filters is graphically displayed in the frequency display. Both filters only
influence the reverb signal, meaning only the wet signal. The dry signal is not affected.

As we said, we think this EQ is sufficient for most eventualities. Should this not be case once,
just use another external equalizer of your choice.

Echo
In many real rooms regular echoes occur. Reason for this are in most cases opposing parallel
walls, between which the sound is reflected back and forth. If you have shorter echo times, this
is called a fluttering echo. With bigger echo times the echo is generated by closed reflection
drafts, similar perhaps to a billiard ball that bounces back several times from the cushion and
then returns to its starting point. In very spacious or open places like in the mountains an echo
effect may occur, when the early reflections come one after the other and very clearly
distinguished, or when the reverberator is very far away, for example an edge of a forest in
some distance.

Anyway, on the one hand you can use the echo effect in the AAR to generate the impression of
size, and on the other you can also bring some life into your reverberation tail. By using the
Echo Intensity control you can adjust – as the name indicates – the intensity of your echo. This
defines how strong the echo effect will be perceived. This intensity is shown in the Time Display
by a decaying reverb tail in a more or less wave pattern.
The Echo Size control adjusts the size of the echo in milliseconds. Echoes below 200
milliseconds act fluttery, which may not always be nice but nevertheless intended, for example
in the case of a postproduction, in sound design or for lofi reverberations. With bigger echoes
you can make a long reverberation tail more transparent or livelier, but also generate a big room
like an arena or even infinite space. So just try to experiment a little with these two controls!

Please bear in mind that the impact of an echo in some cases needs a longer reverb
tail to develop. For example if you set an Echo Size of 600 ms then the Decay must at
least be of a 2 second length for the effect to become audible.

The characteristics of the echo effect is depending on the parameters Attack, Spread,
Reverb Type and Room Size. In the Time Display these dependencies are not
displayed, which might lead to a slight deviation between the graphic display and the
sound heard. Additionally with long drawn-out signals you will hear the echo less clearly
as with short percussive signals.

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Modulation
Fluctuation in pressure, moisture or temperature can lead to slight frequency variations in
natural reverberation. These bring about a pleasant discolouration in the reverberation that
leads to a full outcome which differentiates clearly from the original signal.
A digitally computed reverb very often makes a brittle, biting or sterile impression, especially
with signals that are non-pitch modulated, sterile or rigid themselves, for example sawtooth
signals or an aggressive saxophone-tone.
The reason for this is the resonances that generally occur with digital reverberation. These
make themselves noticeable by a metallic colouration of the reverberation or by a “droning” on
specific tones. A frequently used trick is the intentional blurring of these resonances by
modulating their frequencies. Thus you achieve a neutral and naturally sounding reverberation,
if the modulation is adjusted carefully and moderately. With a stronger modulation the effect is
by no means a reverb that sounds bad – it will not sound very natural, but nevertheless
aesthetic to the human ear.

Using the Modulation control you can adjust a frequency-dependent detuning in your reverb
signal. In this you are free to use naturally sounding values or more extreme ones. This
modulation will finally lead to a softer, more homogenous and full impression of the
reverberation, without becoming obtrusive. It is more distinguished from the original signal, so
the reverb tail can be clearly identified and set apart from the original signal (without getting
louder). Naturally sounding values vary from 0% to 10%. Above 10% you can use modulation
as a very nice effect that leads to a convincing reverb signal in multiple applications. Values
higher than 50% sound very extreme on tonal systems but can very well be used on percussive
signals.

You should handle Modulation carefully when reverberating acoustic instruments like
piano or acoustic guitar because the outcome can easily sound out-of-tune. The same
applies to classical music recordings and everywhere else where an especially natural
reverb is intended. In these cases you should use values between 0 and 10% for the
modulation.

Quality
The Quality control determines the internal computing precision of the AAR. This affects the
internal sampling rate which is used to calculate the reverberation. If you switch it on High, the
reverb is computed with 44.1 kHz or CD-quality. When the switch is on Low the computing is
done with half of the sampling rate, namely 22.05 kHz. This of course reduces the CPU load of
your system, but is unfavorable for the sound of the reverb. Besides the pure sound quality also
the timbre of the reverb can be noticeably changed!
You can switch Quality on and off in the running process and thus directly compare the
influence of the computing precision.

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In fact the precision of computing is cut in half, but the CPU load is not completely
reduced by 50%, because the reverb is also occupied with some different tasks which
do not affect the computing precision. So the decrease in CPU load varies from system
to system and ranges around 60% of the CPU load engaged in full precision.

No matter which sampling rate you use in your production – the AAR internally always
works with 44.1 or 22.05 kHz. The conversion of sampling rates happens – if necessary
– automatically and at highest quality. Your crucial advantage is that the reverb needs
only a slightly higher CPU load in productions with a high sampling rate, which
otherwise might lead to problems in the challenging computing of reverberation.

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Appendix
Basic knowledge
With this manual we would like to encourage you to start experimenting with the parameters of
the AAR. Therefore – especially with a reverb – it might be convenient to understand how
exactly these parameters work, on what they base upon and what can be achieved using them.
Unlike plugins like EQs or compressors which mostly have very distinct parameters, there is no
strict principle with reverb generators that defines what a Diffusion or a Roomsize-control should
accomplish. What means diffusion by the way? How does the size of a room influence the
reverberation? Perhaps it might be useful to take a look at some theoretical aspects of room
acoustics. To make you familiar with the most important terms in the following chapters, we
would like to explain the theoretical basics about reverberation in this chapter now. But don't
worry, we tried to write as comprehensible as possible – and you don't have to do any
arithmetics either!

What is reverberation?
Reverberation is a phenomenon in room acoustics, present in any place where objects that
reflect sound are arranged in a way that they build an open or closed room. This can be rooms
in buildings, like living rooms, offices, lobbies, concert halls or parking garages, but just as well
open constructions like courtyards, arenas or stadia. In nature you may find caves, forests or
mountains that create reverberation. Thus reverberation is a natural phenomenon that
accompanies us in almost every daily-life-situation and is quasi omnipresent. Our sense of
hearing is used to reverberation, it even needs it to gain important information of our
surroundings and to localize other sound sources.

The development of reverberation is best illustrated with the reflection model used in geometric
room acoustics. Similar to beams of light in optics, the dispersion of sound in rooms is shown by
using so called sound beams. These can be reflected by reflective materials. Like in optics the
angle of incidence equals the angle of deflection.

s
α
α
s‘

Reflection on a reverberant wall

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In normal rooms a sound beam is reflected several times. Besides the losses through spreading
in the room, the sound beam also loses some intensity with every process of reflection. So with
a growing number of reflections, the sound intensity draws nearer to zero. This phenomenon is
called absorption. It is usually dependent on frequency, for example high frequencies will decay
faster than low frequencies.

The tracing of a sound beam, also called ray tracing, is shown in the following figure for a
rectangular room.

Multiple reflection in a rectangular room.


The decline in sound intensity is shown by
thinning lines.

Normally a sound source is sending an infinite number of sound beams in different directions,
often in a spherical or hemispherical shape, as indicated in the drawing. The overlapping of
many reflected sound beams on one position in the room adds up to what we perceive as
reverberation. In this, the reverberation time is the time, in which the measured level at a certain
position in the room has dropped by a predefined value. Using the most common definition of
reverberation time, this value is 60 dB. Thus, reverberation time is commonly called T60.

Reverberation buildup

The exact time curve of reverberation is explained by the so called room impulse response. It
can be measured by giving a preferably short loudspeaker impulse into a room and recording
the response of the room on this impulse. This can be shown in a diagram.

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level

1 3
time
2

Qualitative time curve diagram of reverbation,


divided in direct sound (1), early reflections (2) and
diffuse reverberation (3).

In this diagram you can distinguish between three important areas. Firstly the direct sound,
followed by the early reflections and lastly the diffuse reverberation. This subdivision occurs in
all real rooms in a different specification.

As the name already indicates, the early reflections are those that reach the recipients ear
directly after the direct sound. They are perceived as clear echoes, can be easily located and
contribute to the acoustic impression of a room. Depending on the time of their arrival and their
density, the early reflections lead to the impression of a big or a small room. In some cases
early reflections are subdivided into first and late (diffuse) early reflections. Here it is taken into
consideration, that the first early reflections are clearer, stronger and more distinguishable. The
late, diffuse early reflections are weaker, no longer clearly distinguishable and represent the
transition into diffuse reverberation.

Diffuse reverberation is characterised by a high density of reflections in which no single


reflections can be perceived. Because of the high number of reflections, it is hardly describable
by the geometric model of room acoustics. Thus the statistic room model is used. It defines a
room as an energy storage, that accumulates energy derived from a sound source. After the
source is turned off the energy is dispensed slowly, like a condenser dispenses its charge. The
sound pressure level L is sinking linear, the sound pressure p exponentially (the level L is a
logarithmic value). Contrary to the early reflections, the diffuse reverberation is evenly
distributed throughout the room and has no specific direction of origin.

Now you basically have learned how reverberation builds up and what it is composed of. In the
course of this book, we will make some further theoretical excursions to deepen and broaden
your knowledge, but now we should mentally relax a bit and take a look into the practical use of
the AAR.

A note on convoluting and generating


As an up-to-date user you will probably ask yourself: why might I need an algorithmic reverb
generator, when I also can reproduce the most expensive reverb-systems, the best concert
halls and the spaciest effects by using a convolution reverb?

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ArtsAcoustic Reverb 1.2.0

When you are used to working with very expensive non-convolution hardware reverb generators
you will know the answer: you reach your goal faster and you can adjust the reverb to your
production more effectively. With convolution reverbs it is the other way around – the production
has to be adjusted to the convolution preset, because you can just slightly change it. If you work
with reverbs more intensively, you will notice that it is not sufficient in most cases to just change
reverberation time. For a well-done mix far more factors of an artificial reverb play an important
role, for example Roomsize, Diffusion, Density, RoomWidth, and so on. None of these
parameters can be edited with a convolution reverb.

Another important aspect is the processor load. With the AAR it is widely constant and
measured by the quality of its output surprisingly low, with a convolution reverb it can be
extremely high depending on the reverberation time. A 15 second reverb as it might be
demanded in a production, can not be done with a passable CPU load. But with a reverb
generator this is completely different: no matter if the reverb is decaying for 1, 10 or 40 seconds,
the processor load will not change.

We think, on computer systems convolution reverbs were only used for one reason: there were
no good-sounding algorithmic reverb generators in this domain up to now. With the AAR this
has changed fundamentally.

But what exactly is the difference between a convolution reverb and a reverb generator? Every
reverb-algorithms have one thing in common: They are based on more or less complex filter
structures. A reverb generator is a system that generates a reverberation itself, using
appropriate, mostly recursive filter structures (echoes). Therefore it is called reverb generator. A
convolution reverb on the other hand is a system, which impresses an audio signal with a
prerecorded, or predefined reverb impulse response, by using a mathematical convoluting
operation. You may say it just reproduces. Whereas a convolution reverb can very exactly
emulate a real room, the reverb generator pretends a reverberation to the human ear, which
must not correspond to a real room. Thus it is possible to generate reverb tails that sound even
better than real rooms. Accordingly the developer of a reverb generator must be good in the art
of deception, whereas with a convolution reverb just the mathematical operation of convoluting
has to be executed. From the reverb developer's view a convolution reverb is comparable to the
playback of a violin concert from CD, whereas the reverb generator plays the violin itself.

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ArtsAcoustic Reverb 1.2.0

Finish
If you managed to read the manual to this point, you should now be well equipped to use the
AAR on a professional basis. And secondly we will have reached our goal of writing a
comprehensive, coherent, informative and perhaps also entertaining guidebook. We hope that
both has come true and wish you a lot of fun while working with the ArtsAcoustic Reverb.

Your ArtsAcoustic Team

Support
Use the online forum provided on our website:

www.artsacoustic.com/index.htm?page=support

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ArtsAcoustic Reverb 1.2.0

License Agreement
This is a legal agreement between you, the end user, and ArtsAcoustic Vertrieb GbR (the
AAVGbR).
The enclosed AAVGbR software program (the SOFTWARE) is licensed by AAVGbR for use
only on the terms set forth herein. Please read this license agreement. Installing the program
indicates that you accept these terms.

License of unregistered Software


An unregistered copy of the SOFTWARE ("UNREGISTERED SOFTWARE") may be used by
the USER for evaluation purposes. The UNREGISTERED SOFTWARE may be freely copied
and distributed to other users for their evaluation.

Grant of License
AAVGbR grants to you the right to use one copy of the enclosed SOFTWARE on all your
computers which are used in the context of one single project (i.e. using several networked
connected computers to work on one single project).

Copyright
The SOFTWARE is owned by AAVGbR and is protected by Germany copyright laws and
international treaty provisions.

Acceptance of this license agreement


By downloading and/or installing this SOFTWARE, the USER agrees to the terms of this
LICENSE.

Disclaimer of warranty and liability


THE SOFTWARE AND THE ACCOMPANYING FILES ARE PROVIDED "AS IS" WITHOUT
WARRANTY OF ANY KIND. TO THE MAXIMUM EXTENT PERMITTED BY APPLICABLE
LAW, AAVGbR DISCLAIMS ALL WARRANTIES, EXPRESSED OR IMPLIED, INCLUDING,
BUT NOT LIMITED TO, ANY IMPLIED WARRANTIES OF PERFORMANCE,
MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE, AND NONINFRINGEMENT.
TO THE MAXIMUM EXTENT PERMITTED BY APPLICABLE LAW, IN NO EVENT SHALL
AAVGbR BE LIABLE FOR ANY DIRECT, INDIRECT, CONSEQUENTIAL OR INCIDENTAL
DAMAGES (INCLUDING, BUT NOT LIMITED TO, DAMAGES FOR LOSS OF BUSINESS
PROFITS, BUSINESS INTERRUPTION OR LOSS OF BUSINESS INFORMATION) ARISING
OUT OF THE USE OF OR INABILITY TO USE THE SOFTWARE.
ANY LIABILITY OF AAVGbR WILL BE LIMITED EXCLUSIVELY TO PRODUCT
REPLACEMENT OR REFUND OF ORIGINAL PURCHASE PRICE.

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ArtsAcoustic Reverb 1.2.0

Other restrictions
You may not rent or lease the SOFTWARE. You may not reverse engineer, decompile,
disassemble, or create derivative works from the SOFTWARE.

Invalid provisions
If any provision of this LICENSE shall be declared invalid or unenforceable, the remaining
provisions of this LICENSE shall remain in full force and effect to the fullest extent permitted by
law. In such event, each provision of this LICENSE which is invalid or unenforceable shall be
replaced with a provision as similar in terms to such invalid or unenforceable provision as may
be possible which is legal and enforceable.

Entire agreement
This LICENSE is the entire agreement between AAVGbR and the USER, and supersedes any
other agreement, oral or written, and may not be changed except by a written signed
agreement.

General
This LICENSE is the entire agreement between AAVGbR and the USER, and supersedes any
other agreement, oral or written, and may not be changed except by a written signed
agreement.
This Agreement will be governed by the laws of Germany. Should you have any questions
concerning this Agreement, or if you desire to contact ArtsAcoustic Vertrieb GbR for any
reason, please write: ArtsAcoustic Vertrieb GbR, Kaiserstrasse 131, 72764 Reutlingen,
Germany.

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ArtsAcoustic Reverb 1.2.0

Copyrights and Trademarks


The manual and the software described therein are supplied under formal license. They may be
used and copied only under the conditions of this licensing agreement. The data contained in
the manual only serves for information purposes and may be changed without prior
announcement. The information contained in the manual does not constitute a legal obligation
of ArtsAcoustic Vertrieb GbR. ArtsAcoustic is not responsible for any eventual faulty or
inaccurate information contained in the manual. The manual and any parts thereof must not be
reproduced or transmitted without the prior and explicit permission of ArtsAcoustic Vertrieb
GbR.

ArtsAcoustic and all ArtsAcoustic product names are trademarks of ArtsAcoustic Vertrieb GbR.
Mac and the Mac logo are trademarks of Apple Computer, Inc., registered in the U.S. and other
countries. The Build for Mac OS X graphic is a trademark of Apple Computer, Inc., used under
license. The Audio Units logo and the Audio Units symbol are trademarks of Apple Computer,
Inc. Microsoft® and Windows® are trademarks of Microsoft Corporation, registered in the U.S.
and other countries. Cubase and VST are registered trademarks of Steinberg Media
Technologies GmbH. All other trademarks are the property of their respective owners.

© Copyright 2006 ArtsAcoustic Vertrieb GbR. All Rights Reserved.


www.artsacoustic.com

© 2006 ArtsAcoustic (2006/10/30) Page 43/43

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