Onfigurations, Arameter, Escriptions – ALESIS ANDROMEDA A6 User Manual

Page 217

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Chapter 10: Using Effects

A

NDROMEDA

A6 R

EFERENCE

M

ANUAL

215

C

ONFIGURATIONS

& P

ARAMETER

D

ESCRIPTIONS

This section provides detailed descriptions of the available Digital Effects and their
related parameters. A comprehensive Table of Parameters is provided at the end of
this section.

R

EVERBS

Reverb Configurations

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 A6’s Digital Effects

system 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.

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 configuration 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's a good, tight, instrumental sound.

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 many programs, 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 percussive
programs 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. This algorithm uses the most processing available for a
truly realistic reverb plate simulation. It works well for a lush , classic rock and roll

sound.

Plate
Plate is a variation on Large Plate. This version is not as “thick” and can sound better

on shorter, more percussive patches.

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