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Access Virus User Manual - SoundProgramming.Net

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170 CHAPTER 16<br />

Parameter of the effects menu<br />

REVERB COLOR<br />

This parameters influences the<br />

room’s static frequency response.<br />

Natural reverb will always have<br />

some high-frequency attenuation<br />

since the sound bounces off at<br />

least one wall. REVERB COLOR is<br />

identical to DELAY COLOR; here<br />

you’re dealing with a variable filter<br />

that can act as a low-pass filter<br />

(negative control range) as well as<br />

a high-pass filter (positive control<br />

range). For a natural-sounding<br />

room simulation, you should<br />

always set REVERB COLOR to a<br />

slightly negative value to dampen<br />

the higher frequencies of the room<br />

signal. This will make the effect<br />

sound more authentic and the<br />

room sound warmer. You can, however,<br />

opt to create interesting artificial-sounding<br />

effects by cutting<br />

the lower frequencies radically. To<br />

this end, experiment by varying<br />

the high-pass filter within REVERB<br />

COLOR’s positive control range.<br />

REVERB COLOR is a static filter,<br />

which means it generates a different<br />

effect than that of REVERB<br />

DAMPING, where the amount of<br />

high-end damping is a factor of<br />

time.<br />

In the signal path. the filter is<br />

located at the output of the predelay.<br />

This means that the filter<br />

also influences pre-delay feedback<br />

(REVERB FEEDBACK, see below)<br />

when you use this parameter.<br />

01111111111111111112<br />

1 REVERB<br />

Color -10≤<br />

61111111111111111154<br />

REVERB PREDELAY<br />

This parameter controls the predelay<br />

time of the given room simulation.<br />

In a real room, sound travels quite<br />

a distance and is reflected at least<br />

once before it reaches your ear.<br />

This means that a certain amount<br />

of time elapses before you hear<br />

the earliest reflections of the room<br />

signal. The bigger the room, the<br />

longer it takes for the reflected signal<br />

to reach your ear. This effect is<br />

emulated in a room simulation be<br />

means of a parameter called predelay.<br />

Irrespective of the values set<br />

for the other REVERB parameters,

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