Adobe 22011292 User Guide - Page 145

Total Length, Attack Time, Diffusion, Perception, Set Reverb based on Early Reflection Room Size

Page 145 highlights

ADOBE AUDITION 131 User Guide Total Length This is essentially the time, measured in milliseconds, that it takes for the reverb to decay 60dB. However, depending on the Coloration parameters, certain frequencies may take longer to decay to 60dB, while other frequencies may decay much faster. Longer values give longer reverb tails, but also take longer to compute. The effective limit is about 6000 milliseconds (a 6-second tail). The actual tail generated is much longer than this in order to allow for decaying into the background noise level. Attack Time This is the time, measured in milliseconds, that it takes for the reverb to build to its maximum amplitude. Generally, reverbs tend to build up over a short time span, and then decay at a much slower rate. Interesting effects can be heard with extremely long attack times (like 400 milliseconds or more). Diffusion This setting controls the rate of echo buildup and how diffuse the echoes are. High diffusion values (above 900) give very smooth reverbs, without distinct "echoes" heard in them. Lower values will produce more distinct echoes since the initial echo density will be lighter, but the density will build over the life of the reverb tail. Very interesting "bouncy" effects can be obtained by using low Diffusion values and high Perception values. Using low Diffusion values, and somewhat low Perception values with long reverb tails give the effect of a football stadium or similar arena. Perception This value models irregularities in the environment (objects, walls, connecting rooms, etc.). Low values will do a smoothly decaying reverb without any frills. Larger values will give more distinct echoes (coming from different locations). If a reverb is too smooth, it may not sound natural. Values up to about 40 will give just enough variation to the reverb to simulate small room variations. Set Reverb based on Early Reflection Room Size For convincing sounding reverbs, the tail length should be correlated with the feeling of room size given by the Early Reflections. Pressing this button will adjust the Total Length and Attack Time to roughly match the room size given in the Early Reflections tab. After these are set, you're free to fine-tune the length and attack time to change the effect.

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131
ADOBE AUDITION
User Guide
Total Length
This is essentially the time, measured in milliseconds, that it takes for the reverb to decay 60dB. However,
depending on the Coloration parameters, certain frequencies may take longer to decay to 60dB, while other frequencies
may decay much faster. Longer values give longer reverb tails, but also take longer to compute. The effective limit is about
6000 milliseconds (a 6-second tail). The actual tail generated is much longer than this in order to allow for decaying into
the background noise level.
Attack Time
This is the time, measured in milliseconds, that it takes for the reverb to build to its maximum amplitude.
Generally, reverbs tend to build up over a short time span, and then decay at a much slower rate. Interesting effects can
be heard with extremely long attack times (like 400 milliseconds or more).
Diffusion
This setting controls the rate of echo buildup and how diffuse the echoes are. High diffusion values (above
900) give very smooth reverbs, without distinct “echoes” heard in them. Lower values will produce more distinct echoes
since the initial echo density will be lighter, but the density will build over the life of the reverb tail.
Very interesting “bouncy” effects can be obtained by using low Diffusion values and high Perception values. Using low
Diffusion values, and somewhat low Perception values with long reverb tails give the effect of a football stadium or
similar arena.
Perception
This value models irregularities in the environment (objects, walls, connecting rooms, etc.). Low values will
do a smoothly decaying reverb without any frills. Larger values will give more distinct echoes (coming from different
locations).
If a reverb is too smooth, it may not sound natural. Values up to about 40 will give just enough variation to the reverb
to simulate small room variations.
Set Reverb based on Early Reflection Room Size
For convincing sounding reverbs, the tail length should be correlated
with the feeling of room size given by the Early Reflections. Pressing this button will adjust the Total Length and Attack
Time to roughly match the room size given in the Early Reflections tab. After these are set, you’re free to fine-tune the
length and attack time to change the effect.