Access virus os4 User Manual
170
CHAPTER
16
Parameter of the effects menu
REVERB COLOR
This parameters influences the
room’s static frequency response.
room’s static frequency response.
Natural reverb will always have
some high-frequency attenuation
since the sound bounces off at
least one wall. REVERB COLOR is
identical to DELAY COLOR; here
you’re dealing with a variable filter
that can act as a low-pass filter
(negative control range) as well as
a high-pass filter (positive control
range). For a natural-sounding
room simulation, you should
always set REVERB COLOR to a
slightly negative value to dampen
the higher frequencies of the room
signal. This will make the effect
sound more authentic and the
room sound warmer. You can, how-
ever, opt to create interesting arti-
ficial-sounding effects by cutting
the lower frequencies radically. To
this end, experiment by varying
the high-pass filter within REVERB
COLOR’s positive control range.
some high-frequency attenuation
since the sound bounces off at
least one wall. REVERB COLOR is
identical to DELAY COLOR; here
you’re dealing with a variable filter
that can act as a low-pass filter
(negative control range) as well as
a high-pass filter (positive control
range). For a natural-sounding
room simulation, you should
always set REVERB COLOR to a
slightly negative value to dampen
the higher frequencies of the room
signal. This will make the effect
sound more authentic and the
room sound warmer. You can, how-
ever, opt to create interesting arti-
ficial-sounding effects by cutting
the lower frequencies radically. To
this end, experiment by varying
the high-pass filter within REVERB
COLOR’s positive control range.
REVERB COLOR is a static filter,
which means it generates a differ-
ent effect than that of REVERB
DAMPING, where the amount of
high-end damping is a factor of
time.
which means it generates a differ-
ent effect than that of REVERB
DAMPING, where the amount of
high-end damping is a factor of
time.
In the signal path. the filter is
located at the output of the pre-
delay. This means that the filter
also influences pre-delay feedback
(REVERB FEEDBACK, see below)
when you use this parameter.
located at the output of the pre-
delay. This means that the filter
also influences pre-delay feedback
(REVERB FEEDBACK, see below)
when you use this parameter.
01111111111111111112
1 REVERB
Color -10≤
Color -10≤
61111111111111111154
REVERB PREDELAY
This parameter controls the pre-
delay time of the given room simu-
lation.
delay time of the given room simu-
lation.
In a real room, sound travels quite
a distance and is reflected at least
once before it reaches your ear.
This means that a certain amount
of time elapses before you hear
the earliest reflections of the room
signal. The bigger the room, the
longer it takes for the reflected sig-
nal to reach your ear. This effect is
emulated in a room simulation be
means of a parameter called pre-
delay. Irrespective of the values set
for the other REVERB parameters,
a distance and is reflected at least
once before it reaches your ear.
This means that a certain amount
of time elapses before you hear
the earliest reflections of the room
signal. The bigger the room, the
longer it takes for the reflected sig-
nal to reach your ear. This effect is
emulated in a room simulation be
means of a parameter called pre-
delay. Irrespective of the values set
for the other REVERB parameters,