
5 - Effects
Effects Listing
72 Proteus VX Operation Manual
Effects Listing
Effects Descriptions
Background: Reverb
This information applies to all the reverb algorithms.
Reverberation is a simulation of a natural space such as a room or hall. Pre-delay is the
time before the reflections from the closest walls are heard. This parameter gives our
ears important clues about the size of a room. As you might imagine, large halls have a
longer pre-delay than small rooms.
Decay Time defines the time it takes for the reflected sound from the room to decay or
die away. The diagram below shows a generalized reverberation envelope.
After a short pre-delay period, the echoes from the closest walls or ceiling are heard.
The pattern of these first echoes, or Early Reflections, vary greatly depending on the
type of room. Some time after the early reflection cluster ends, the actual Reverber-
ation
(a dense cloud of complex wall reflections) begins and decays according to the time set
by the Decay parameter.
Diffusion is the amount of scattering and density of the reverberation cloud. Rooms
with many complex surfaces have more diffusion than bare rooms.
High frequency energy tends to fade away first as a sound is dissipated in a room. The
High Frequency Damping parameter adjusts the time it takes for the high frequency
energy to die away and thus changes the characteristics of the room. Rooms with
smooth, hard surfaces are more reflective and have less high frequency damping.
Rooms filled with sound absorbing materials, such as curtains or people, have more
high frequency damping.
Reverb Delay (mono) Phaser
Early Reflections Reverb Early Reflections Pitch Shifter (mono)
Reverb Lite (mono) EQ - 1Band Parametric Ring Modulator
Chorus EQ - 4 Band SP12-ulator
Chorus / Delay (mono) Flanger Tremulator BPM
Compressor Flanger (BPM) Tube
Delay Growl Twin (mono)
Delay (BPM) Limiter
Time
Early Reflections
Pre-Delay
Initial Sound
Reverberation
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