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CHAPTER 
16
Parameter of the effects menu
you route the Delay signal to the 
internal aux paths for further pro-
cessing.
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 1 DELAY
 OutSel  Out 1+2≤
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The following parameters will only 
appear in the display when you’re 
working with DELAY algorithms.
REVERB TYPE
This parameter lets you select from 
among four different room sizes to 
create the type of simulation that 
you want. Room size is decisive 
because it determines the density 
of room reflections, which in turn 
influences the character of the 
room simulation. In bigger rooms, 
sound travels across greater dis-
tances than in a small room, which 
means that the intervals between 
the reflections bouncing off the 
virtual walls are also greater. Simu-
lating bigger rooms requires more 
delay memory, which leaves you 
with less memory available for pre-
delay effects (PREDELAY, see 
below). 
On the other hand, you can deter-
mine the decay time of the room 
simulation independently for the 
room size of your choice. You can 
select from among:
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 1 REVERB
 Type   Ambience≤
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REVERB DECAY TIME
This parameter determines the 
decay time for the given room.
In a real room, the sound bounces 
off several walls and covers a con-
siderable distance before it 
reaches your ear. The longer the 
sound travels and the more often it 
is reflected, the softer it will 
become. You could say that this 
effect is comparable to a pool or 
billiards ball that travels a greater 
distance, bouncing of several cush-
ioned edges along the way. This 
friction depletes energy and 
causes the pool ball to slow down. 
The sound’s loss of energy is con-
trolled via DECAY TIME. When you