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Reverb

Two reverbs put a sound in a space, from a small room to a long hall: the Reverb, with every
control in reach, and the One Reverb, one knob that does it all. Both go in any effects rack. The
Reverb's home is a MoonAn Orbiter body that works as a send and return: the World is sent to it, and it returns only its effect, which the Main mix adds to the dry sound.; the One Reverb is mostly an insert on a World dimensionOne of an Orbiter's three World chains, I, II and III, each with its own modules and its own way of mapping X, Y and Z. or the StarThe Orbiter body on the main bus: after the Orbiter's Main mix blends the World and the Moon's return, the Star's effects play over everything..

How they load

On a World the Reverb loads at Dry/wet 50 %, so you hear it as soon as you add it; on a Star it loads at 0 %, and on a Moon at 100 %. The One Reverb loads doing nothing (Amount 0 %): turn it up to hear it.

Reverb​

The Reverb playing at Dry/wet 50 %: the Space screen, then Space (Freeze, Decay, Pre-delay, Bass), Tone and Output.

Space​

ControlWhat it does
1DecayHow long the tail rings: about 0.5 s is a small room, 2 to 4 s a hall, 10 s and more a wash. 0.2 … 20 s.
2Pre-delayA gap before the reverb starts, 0 … 200 ms: keeps the sound in front of its room.
3BassHow long the low end rings, compared to Decay (×0.5 … ×2). Below ×1 keeps long tails clean.
4FreezeHolds the tail forever and stops new sound from getting in: play a chord, freeze it, and play over the pad it leaves. Turn it off and the tail fades at Decay again. Freeze can be mapped to the Orbiter's toggles.

Tone​

These shape the reverb only; the dry sound is never filtered.

ControlWhat it does
5DampingAbove this frequency the tail fades faster: lower sounds darker and further away. 1 … 20 kHz.
6Low cutRemoves lows before the reverb, so the tail doesn't get muddy. Off at 20 Hz.
7High cutRemoves highs before the reverb, for a softer, darker tail. Off at 20 kHz.
8WidthHow wide the tail spreads: 0 % is a mono tail.

Output​

9Dry/wet blends the dry sound with the reverb, and 10Level sets the level after it.

On a Moon it starts at Dry/wet 100 % and returns only the effect; the Moon level sets how much you
hear (see Audio effects).

The screen​

11A wireframe cube hangs in a starry sky above the sound, with rings spreading out from it.

  • The big number, top left, is Dry/wet: how much of the reverb you hear. At 0 % the whole
    picture is muted (Dry · 0 %).
  • The cube's size is Decay, and the rings reach further the longer the tail rings.
  • The word names the space by its Decay: Room, Hall or Wash.
  • Freeze stops everything where it is: Frozen.

One Reverb​

The One Reverb at Amount 60 %: an octopus reaching out over its echo rings on the Space screen, beside the Amount knob.

One knob, 1Amount, with the One badge. It goes both ways from 0, and each way is a different
reverb; at 0 it does nothing, and either way the level stays about where it was.

  • Turn it right: Room, then Hall. The sound moves from a dry booth into a close room, then a
    long, darker hall. The first half gives a sound air without sounding "reverbed"; past +50 it opens
    into a hall.
  • Turn it left: Plate, then Bloom. A bright, airy plate with a thin low end. Further left it
    waits longer before it starts and rings longer, so it blooms after the note.

Everything else is set for you: the decay, how the lows and highs fade, the pre-delay and the cuts.
Map Amount to an axisOne of an Orbiter's three performance controls: X, Y and Z. and one gesture sweeps from the bloom, through dry, to the hall.

The screen​

2An octopus floats over the sound, and its arms are the room. At 0 they curl under its head,
grey and still. Turned right they reach down and out over the ground, close for a room and wide for a
hall; turned left they spread to the sides and curl up, the plate blooming. Rings spread on the ground
under it, one for every second or so of the tail, and while sound plays the arms sway and the spots on
its head light with the reverb's level, as does the ladder on the right. The big number is Amount: drag it up or down to turn it, as you would the knob.

Try it​

  • A room around a dry piano. As an insert: Decay 0.8 s, Pre-delay 10 ms, Dry/wet 20 %. The piano stays in front and stops sounding boxed in.
  • One hall for the whole World. A Reverb on Moon I at Decay 3 s, Low cut 200 Hz, then turn Send Moon I up on each dimension that should be in the hall. The low cut keeps the tail from getting muddy.
  • A frozen chord to play over. Play a chord, press Freeze, and play a melody over the pad it leaves. Map Freeze to a toggle to do it while you move.
  • One gesture. The One Reverb with Amount on an axis: the bloom one way, dry in the middle, the hall the other.

In the scene​

Both reverbs suggest the Blur, a visual module: with Auto visuals
on, adding one adds a Blur to the same dimension, and the sky around the body blurs with the sound.

Mapping​

Every Reverb control can be mapped to the Orbiter's axes, and Freeze to its toggles; the One
Reverb's Amount maps like any knob: see Edit.