Reverb Flashcards

1
Q

Convolvers are good for _________, and are used a lot in house, minimal, and techno.

A

spatial effects

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2
Q

Reverb can be used to _________.

A

duplicate vocal tracks, add distortion, alter vocals, and add intro fx along with other things.

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3
Q

Mixing comes _______ reverb room is applied.

A

after.

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4
Q

How can we move instruments back further in the mix?

A

Add a reverb directly to the channel along with the reverb on the sends.

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5
Q

What should we listen to instead of the effect on the applied instrument?

A

The ambience and space between the parts.

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6
Q

Applying reverb to these elements can help them sit together in a mix better.

A

Kick and Bass

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7
Q

You can use a third reverb with similar settings for what?

A

The lows or bottom of a mix.

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8
Q

We should use a separate _____ for better reverb results.

A

EQ

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9
Q

For mixing we want to lower 1. ________. So that when we take it off it removes the distinct nature of the timbre and the effect becomes 2. ________.

A
  1. Diffusion 2. Noticeable
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10
Q

Zero pre delay makes the mix bigger in a bad way. Too many early frequencies can ruin what?

A

The transients or attack.

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11
Q

List the 8 steps for creating glue.

A
  1. Set all instruments to post and send to reverb 1. 2. Set reverb time. 3. Set pre delay. 4. Open everything up on the reverb. 5. Set up 2nd reverb with slightly larger pre-delay and decay. 6. EQ after the reverbs. 7. Rolloff low frequencies. 8. Roll off high frequencies.
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12
Q

Use sends in 1. _______ mode not 2.________.

A
  1. Post 2. Pre
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13
Q

Use 1. _____ reverb(s) with 2. ______ settings as a post send.

A
  1. multiple 2. Similar
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14
Q

Reverb is the most used effect when mixing and is the what that joins instruments and vocals together?

A

Glue

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15
Q

Room Reverb makes drums sound like what?

A

You are in the same room as the drummer.

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16
Q

Room algorithms sounds more 1. _______, adds 2.______, moves closer to the 3. ______, and adds 4. _________.

A
  1. dry 2. thickness 3. source 4. strangeness.
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17
Q

What type of reverb algorithm is most common in dance music?

A

Hall

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18
Q

When choosing hall or room you are choosing what?

A

A specific algorithm. Some settings will have different results than other algorithms.

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19
Q

Spring reverb does not sound good on what?

A

Percussive instruments, vocals, or anything with defined transients.

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20
Q

Spring reverb is what?

A

Low Fidelity

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21
Q

Plate reverb is used a lot in techno to add what to a sound without positioning the sound?

A

body and energy.

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22
Q

Plate reverb algorithms add a bit of 1. _____, but not much 2. _____. It adds a sense of 3. _____.

A
  1. Tail 2. Depth 3. Dimension
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23
Q

Plate reverb algorithms can be used to what?

A

Make a sound bigger without pushing it around the mix.

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24
Q

Plate reverb algorithms sound flat and have very few what?

A

First Reflections.

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25
Q

Add randomization like spread, shape, and modulation to help with what?

A

Emulating a room.

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26
Q

Chamber reverb algorithms are not as good on _______ as it makes it too bright.

A

piano

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27
Q

Chamber reverb reverb algorithms sound good on 1. _____ and sometimes 2. _____, but not too bright on 3. _____

A
  1. Vocals 2. Hihats 3. Hihats
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28
Q

The RT high cut (VR EQ) determines what?

A

The frequencies that die away quickly as the reberb field moves towards the RT60.

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29
Q

In Valhalla the main controls affect what?

A

Mids or reverb time.

30
Q

Reverb time only affects what frequencies?

A

Mid Range

31
Q

Set the reverb crossover to the point where (VR main controls) what?

A

The highs end and the lows begin.

32
Q

To emulate realism the 1. ______ last longer than the 2. _____ which last longer than the 3. _____

A
  1. Lows 2. Mids 3. Highs
33
Q

The frequency response of the reverb tail must be 1. _______. Higher frequencies have a 2. ______ waveform. 3. _____ will last longer in a reverberant field.

A
  1. right for the room 2. shorter waveform and die down quicker 3. lower frequencies.
34
Q

Lowering reverb out frequencies will make it sound like what?

A

There are no reverb characteristics at all, and is used for creating a room not a mix.

35
Q

Reverb out frequency helps us add color and sculpt a reverb. Higher frequencies are what?

A

A tale tale sign of reverb and can cause problems.

36
Q

late reflections are what?

A

The RT60

37
Q

When further back from the direct source, the early reflections will be what?

A

Quieter

38
Q

If closer to the reverbs source, then the early reflections would appear 1. _____, and the sound would culminate more and more after striking walls resulting in 2. _____.

A
  1. louder 2. higher gain
39
Q

Volume / Distance / Depth controls what?

A

The volume of the early reflections compared to the volume of the reverberation field / late reflections / RT.

40
Q

Decay is the 1. ______. The longer you set it the 2. _____. RT60 has to fit with the 3. ________.

A
  1. Time it takes the reverb to reduce below 60Db (RT60) 2. Larger it will appear 3. Early reflections
41
Q

With artificial reverb you set frequencies a little lower than 10k to around 7k. Why?

A

Early reflections help with the initial impression of the room, but don’t add to the quality of reverberation field. Lots of high frequency content can muddy the initial attack of the sound.

42
Q

A church’s first and early reflections will take 1. ______ to reach our ears because 2. _______.

A
  1. longer 2. short waveforms (high frequencies) will dissipate before reaching our ears.
43
Q

In a bathroom with tile, we’ll have a ________ R.T.

A

fairly long reverb time because there is little to absorb frequencies.

44
Q

Use high density only on instruments with what?

A

Sharp transients like drums and percussion.

45
Q

The more dense you set the density, the what?

A

More packed together the reflections are helping you model small rooms.

46
Q

Density allows you to what?

A

Create space between early and late reflections.

47
Q

If we have smooth stone walls we have ______ diffusion.

A

little

48
Q

To set pre-delay we take what into account?

A

Distance from walls and acoustic source into account. EX: 100ft away set to around 100ms

49
Q

What is the first step when using reverb?

A

Visualize and mentally design a complete room.

50
Q

Hall is less what than room reverb?

A

Dry

51
Q

Different frequencies result in what?

A

varying wavelengths. Higher = shorter wavelength. 500hz total wavelength = .0025. 1KHz total wavelength = .0015.

52
Q

RT60 is what?

A

the duration of the reverb from direct sound to decaying below 69Db of original sound. T = .161 (V/A). V = volume of room in cubic meters. a = absorption quality of materials.

53
Q

Churches sound _______ due to hard walls.

A

brighter

54
Q

How do soft objects affect the absorption rate?

A

The high and low frequencies are absorbed to some degree based on the material. Carpet we’d have less highs and more lows.

55
Q

How do hard walls affect frequencies and what does this represent?

A

The high and low frequencies are still reflected back to us. This is known as the absorption rate and can be altered with EQ.

56
Q

What does diffusion do to the sound?

A

Sound becomes longer and sounds like a fairly discernible set of echoes tightly clumped together. Becomes more complex and echoes more smeared while reflections are less discernible.

57
Q

Diffusion is what?

A

When the signal doesn’t bounce directly back at us and is scattered.

58
Q

Late reflections are what?

A

The secondary set of reflections that don’t come direct from a wall. They are reflections off of other objects and they build a reverberant field.

59
Q

Late reflections are are built from what?

A

Further reflecting off of surfaces. These reflections build up together until they reach max level amp where it then decays.

60
Q

Early reflections are what?

A

Reflections following the direct reflections

61
Q

How fast does sound travel through the air?

A

1125 ft/second or about 1ft / ms. 4ft awa from floor = 4-6ms to reach our ears.

62
Q

Sound does the same thing as a ball how?

A

If the surface it hits is flat, then all balls would come back at the same angle. If the surface is uneven then all balls would come back at different angles.

63
Q

How do we measure the size of a room?

A

We measure it by using how long it takes the reflections to drop below 60dB below the initial energy level of direct sound.

64
Q

A dead room is what?

A

A room with a shorter delay.

65
Q

A live reverb is what?

A

A reverb with a long decay.

66
Q

Our ears use what to determine the size of a room?

A

How long it takes for the reverberant field to decay. The length of the reverberant field depends on the room size.

67
Q

Pre delay is what?

A

Time it takes from the first direct sound to the beginning of the reverberant field.

68
Q

First Reflection is what?

A

Sound bouncing off surfaces and back to your ears. First reflection is the first reflection to occur after initial amplitude.

69
Q

Reverberation is what?

A

A collection of echoes in quick succession that combine before reaching our ears.

70
Q
A
  1. Amplitude
  2. Pre Delay
  3. Reverberant Field
  4. Time
  5. First Reflections
  6. Late Reflections