Reverb function – Rocktron Intellipitch User Manual

Page 16

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REVERB Function

Reverb, or reverberation, is the continuance of sound within a given room or enclosed chamber after the

source of the sound has stopped producing it. More specifically, it is a multitude of echoes so densely spaced that,
to the human ear, seem as a single continuous sound. These echoes gradually decrease in intensity until they are
ultimately absorbed by the boundaries and obstacles within the room or enclosure. As the sound waves from the
signal source strike the walls or boundaries of the room, a portion of the energy is reflected away from the obstacle
and another portion is absorbed into it, thereby causing both the continuance of sound and the decaying or "dying
out" of the sound.

Reverb Types

The Intellipitch

HUSH; REVERB configuration offers 8 different reverb types: Plate A,

Plate B, Room A, Room B, Hall A, Hall B, Stadium and Dual.

The Plate reverb type simulates an artificial method of producing reverberation, popular
in the early years of recording, which involved using a fairly large, but very thin, metal
plate suspended at its four corners by steel wires under tension. This metal plate be-
comes excited by a driver unit (similar to a dynamic speaker without the diaphragm) and
the resulting reverberation is picked up by contact microphones.
The Intellipitch offers two Plate reverb types which reflect the most common plate
characteristics. This type of reverb is often used on drum and vocal tracks.

Room reverb effects simulate various rooms of different sizes and surfaces. For ex-
ample, a room which is made up of primarily hardened surfaces (such as tile or hard
wood) will generate reflections containing much more high frequency information than
one which is made up of softer surfaces (such as thick carpeting). The Room reverb
effects offered by the Intellipitch can generate virtually any imaginable room setting via
highly efficient and adjustable reverb parameters.

Hall reverb simulates the reverberation characteristics of a very large room with a high
ceiling. Reflections in a hall are much longer than a typical room, as the length of time it
takes for the sound waves to travel from one surface to the next is greatly increased.

Stadium reverb simulates the characteristics of a large stadium or arena and should be
used with large amounts of predelay and high frequency damping.

Dual reverb is unique in that it allows for the left and right channels to be processed
independently one another. For example, the Predelay for the left channel can be set at
100mS while the Predelay for the right channel can be set at 200mS. This results in
reverb output from the left channel 100mS before reverb is output from the right channel.

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