ALESIS ANDROMEDA A6 User Manual

Page 220

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Chapter 10: Using Effects

218

A

NDROMEDA

A6 R

EFERENCE

M

ANUAL

Diffusion (DIFF)
Diffusion determines the “thickness” of the reverb sound by adding more reflections
to the reverb’s decay. With lower diffusion settings, you may be able to hear the
individual echoes that make up the overall reverb sound. With higher diffusion
settings, the echoes increase in number and blend together, washing out the reverb’s

decay.

Frequency Damping - Low & High (LDAMP and HDAMP)
These two parameters allow you to control the equalization of the reverb’s decay
separately for both the low and high frequencies. This means that you have control

over the tonal shape of the Reverb itself over time, being able to cut the high
frequencies if the effect is too bright, and being able to cut the lows if the effect is too
boomy. These parameters allow you to simulate different surfaces of a room or hall,
with softer surfaces absorbing high frequencies and harder rooms (parking garages,
tiled rooms) diffusing low frequencies. Example: If a room has lots of hanging
drapes, the high frequencies will decay faster than the lower frequencies.

Note that the Low Pass Frequency and High Damping parameters are related. If your
LPF is set for 8kHz, and the High Damping parameter is set above 8kHz, you won’t
hear much of a change from this parameter. This is because the high frequencies have
already been rolled off, so there’s nothing left to dampen. In most cases, make sure
that the LPF is set above the high damping frequency to get the most out of this
effect. However, since reverb is a random function, some high frequencies can be

generated over the course of a long decay which are higher than the LPF. In these
cases, setting the High Damping at the same frequency or higher than the LPF will
attain audible results. In either case, by using the LPF and High Damping in
conjunction, you can yield a more authentic room sound.

ER: Early Reflections – SPREAD, SHAPE and ELEVEL
The Early Reflections of a reverb add attack to the room and dictate the room’s size.

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