Adobe 22011292 User Guide - Page 154

Total Reverb Length, Attack Time, High Frequency Absorption Time, Perception

Page 154 highlights

140 CHAPTER 8 Effects Menu - Edit View To simulate specific rooms that have both echoes and reverb, use Adobe Audition's Echo effect first to get the "size" of the room sound, and then use Reverb to make it sound more natural. This function can create a sense of spaciousness in a monophonic signal (one that has been recorded as or converted into a stereo audio file). Even a Total Reverb Length as little as 300 milliseconds can open up the perceived spaciousness of a dry sound (one that was recorded without any effects or reverb). Total Reverb Length This is the time, in milliseconds, that it takes for the reverb signal to trail off to infinity (about -96dB). • Use values below 400 to create a small room environment. • Use values between 400 and 800 to simulate medium sized rooms. • Use values above 800 to simulate concert halls. For instance, setting Total Reverb Length to 3000 milliseconds will give you the reverb trails of giant amphitheaters. Attack Time The amount of time it takes for the reverb to gain full strength is known as the attack time. For short reverb times, the attack time should be smaller. In general, a value of about 10% of the total reverb time works well. However, you can create interesting and subtle effects by using longer attack times with shorter reverb lengths, or, conversely, by combining very short attack times with long reverb lengths. High Frequency Absorption Time In acoustic environments, higher frequencies tend to attenuate faster than lower frequencies. Use this slider to simulate this natural absorption so that the high frequencies are reduced in level during the reverb's decay time. • Faster absorption times simulate rooms that are occupied and have furniture and carpeting, like night clubs or theaters. • Slower times (especially over 1000 milliseconds) simulate rooms that are emptier, like gymnasiums or auditoriums, where higher frequency reflections are more prevalent. Perception This parameter gives subtle qualities to the environment by enabling you to change the characteristics of the reflections that occur within a room. • With lower values, the reverb is "smoother" and doesn't have as many distinct echoes. In general, lower values (down to 0%) simulate smaller rooms. • Higher values cause more variation in the reverb amplitudes and add more spaciousness by creating distinct reflec- tions over time. Generally speaking, higher values (up to 60%) simulate large rooms.

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CHAPTER 8
140
Effects Menu – Edit View
To simulate specific rooms that have both echoes and reverb, use Adobe Audition’s Echo effect first to get the “size” of the
room sound, and then use Reverb to make it sound more natural. This function can create a sense of spaciousness in a
monophonic signal (one that has been recorded as or converted into a stereo audio file). Even a Total Reverb Length as little
as 300 milliseconds can open up the perceived spaciousness of a dry sound (one that was recorded without any effects or
reverb).
Total Reverb Length
This is the time, in milliseconds, that it takes for the reverb signal to trail off to infinity (about -96dB).
Use values below 400 to create a small room environment.
Use values between 400 and 800 to simulate medium sized rooms.
Use values above 800 to simulate concert halls. For instance, setting Total Reverb Length to 3000 milliseconds will give
you the reverb trails of giant amphitheaters.
Attack Time
The amount of time it takes for the reverb to gain full strength is known as the attack time. For short reverb times, the
attack time should be smaller. In general, a value of about 10% of the total reverb time works well. However, you can
create interesting and subtle effects by using longer attack times with shorter reverb lengths, or, conversely, by combining
very short attack times with long reverb lengths.
High Frequency Absorption Time
In acoustic environments, higher frequencies tend to attenuate faster than lower frequencies. Use this slider to simulate
this natural absorption so that the high frequencies are reduced in level during the reverb’s decay time.
Faster absorption times simulate rooms that are occupied and have furniture and carpeting, like night clubs or
theaters.
Slower times (especially over 1000 milliseconds) simulate rooms that are emptier, like gymnasiums or auditoriums,
where higher frequency reflections are more prevalent.
Perception
This parameter gives subtle qualities to the environment by enabling you to change the characteristics of the reflections
that occur within a room.
With lower values, the reverb is “smoother” and doesn’t have as many distinct echoes. In general, lower values (down
to 0%) simulate smaller rooms.
Higher values cause more variation in the reverb amplitudes and add more spaciousness by creating distinct reflec-
tions over time. Generally speaking, higher values (up to 60%) simulate large rooms.