M-Audio WizooVerb W2 [25/132] Basics

M-Audio WizooVerb W2 [25/132] Basics
25
English
4 Basics
In the following chapter we will look at how natural reverberation is cre-
ated and how it can be emulated. Armed with this basic knowledge, you
will be better equipped to understand the explanations of parameters pro-
vided in subsequent chapters.
Methods of Generating Reverb
Until recently there were only few ways of simulating reverberation. Elec-
tro-acoustical methods such as the traditional spring reverb and reverb
plate aside, there are only two processes of practical value that deliver a
sufficient level of sound quality:
Algorithmic reverb (also known as digital reverb): Based on complex de-
lay and all-pass filter circuits, this method has been used since the ’80s
in all reverb devices and most plug-ins. Algorithmic reverb works in
real time and can be adjusted flexibly, but never sounds entirely natural
even with the most expensive devices and plug-ins.
Impulse response: This procedure is based on the recorded impulse re-
sponse of real rooms. Because the underlying mathematical processes
require oodles of computing power, it has only been in recent years that
computers were powerful enough to generate reverb in real time using
this principle. This breed of plug-in has been around since the late
’90s. Impulse response-driven reverb can sound wonderfully lifelike,
but editing options are very limited, and it requires lots of computing
power.
An impulse response is sort of an acoustical snapshot that captures the sound of a
room. The standard procedure is to send a sine signal through a speaker and sweep
it through the room whose sound you want to capture, and record the room sound
using microphones and digital equipment. Once the sine sweep is computed out of
the recording, the original room sound can be simulated via a set of mathematical
equations far too complex for mere mortals to consider.
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