Alesis wedge User Manual

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Chapter 5 – Overview of Effects
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Wedge Reference Manual
Reverb Effects
Reverb is made up of a large number of distinct echoes, called reflections. In a
natural acoustic space, each reflection’s amplitude and brightness decays over time.
This decaying action is influenced by the room size, the location of the sound source
in the room, the hardness of the walls, and other factors. The Wedge offers the
following types of reverberation:
Large Hall
This is a simulation of a large concert hall. Halls tend to be large rooms with lots of
reflective surfaces, where sounds can swim around, changing timbre over time. This
is a classic reverb which sounds good on just about anything. Try it on vocals, drums,
acoustic, electric,  or orchestral instruments.
Hall Reverb
This algorithm is similar to the one above, but the sound is not as “thick” and there
are programmable early reflections. You might use this config instead of the Large
Hall to get different hall characters or shapes. This configuration also has twice the
predelay time of the Large Hall, 500ms instead of 250ms.
Room Reverb
Room Reverb gives you the sound of a medium size studio room. It has a quick
attack and programmable reflections. It sounds good on drums, keyboards and
guitars.
Chamber
Similar to the Room Reverb, this algorithm simulates a polished live reverb chamber.
It differs from the Room in character; the chamber is smoother and more transparent.
It sounds great on vocals and instruments, especially if you’re looking for a non-
obtrusive sound.
Ambience
This algorithm simulates a very small room. It can be used when just a slight amount
of ambient character is needed to augment a sound. This works great for percussion,
post-production, or anywhere you want to add space without a lot of long reverb.
Stereo Room
This algorithm is a true stereo room for use with stereo sources. The width is
programmable and simulates the space between two microphones in a large room.
The higher the width value gets, the closer the room gets to being two mono rooms
with no bleed to each other.
Large Plate
This is a simulation of a classic echo plate, a 4' by 8' suspended sheet of metal with
transducers at either end used to produce reverb. Popular in the 1970’s, it still prized
for its transparent sound, particularly on vocals and guitars. This algorithm uses the
most processing available for a truly realistic reverb plate simulation. It works well