MIXING & EFFECTS
Fruity Reeverb 2
Fruity Reeverb 2 simulates acoustic spaces. If you clap your hands in a bathroom or concert hall, the sound is quite different. This is due to the fact that in
enclosed spaces reflections build up and overlap to create the reverberant sound. Fruity Reeverb parameters allow you to simulate different types
of acoustic spaces. If you wish to give your acoustic and electronic instruments a realistic (live) feel, then use of reverb is critical. Fruity Reeverb 2 can create lush and smooth reverberations of up to 20 seconds duration and is the most sophisticated reverb in the FL Studio stable.
Alternatives to Fruity Reeverb 2 are Fruity Reeverb, Fruity Convolver & LuxeVerb.
NOTE: Reverb is one of those effects that is easy to overdo in a mix, creating a washed out and 'muddy' sound. Reverb works best on isolated or solo instruments. When your
track gets busy and has a lot going on it is better to use some light delay on instruments. Rarely should you use reverb on the Master track and affect
the whole mix, this tends to muddy the sound also.
- MID / SIDE - Process the Mid or Side components of the input signal. The default is MID processing, summed mono (Left+Right). The input must have stereo information before SIDE processing will
have any effect. Processing in SIDE mode can be useful when you are processing a complete mix, giving a sense of space and reverberation without washing out the details, as reverb tends to do in this
situation. Side reverberation processing affects the sound in the L/R stereo field while instruments panned close to center will remain unaffected. See Fruity Stereo Shaper for more details on Mid vs Side signals.
- H.CUT (High Cut) - Changes the high cut-off frequency. Use this to remove high frequencies from the reverb, or to make
the room sound duller.
- L.CUT (Low Cut) - Adjusts the low cut-off frequency. Use this to remove low frequencies from the reverberations. For example,
if you are adding reverb to a drum track, using the L.Cut parameter will reduce the 'rumble' and muddiness from the bass drum by attenuating the
bass frequencies before being passed to the reverb engine.
- DELAY (Predelay) - Controls the delay time between the direct input signal and the first reverb reflection. There is a TEMPO switch that selects 'tempo based' predelay. Predelay should be set to modest values for small rooms, and can be increased to suit room size. Predelay creates
a slap-back echo effect that can add atmosphere and muffle the signal, so use it wisely.
- SIZE (Room Size) - Use this knob to set the size of the virtual room being simulated (the display will give you feedback). For
realistic effects, the Room Size should be adjusted according to the decay time. Small rooms sound better with a short decay time, large rooms sound
better with longer reverb times.
- DIFF (Diffusion) - Controls the density of the reflections bouncing off the walls of the virtual room. A low diffusion setting makes
the reflections sound more distinct and sparse, like closely spaced echoes. A high diffusion setting creates a dense series of reflections, so close
they sound more like a constant decaying noise.
- MOD (Modulation) - Modulates the reverb time, to break up 'metallic' ringing sounds associated with artfical reverb. Small values make the reverb sound smoother and more natural. Extreme modulation values can add a detuned sound to the reverb.
- SPEED (MOD Speed) - Speed of the sine-wave modulation of the reverb-time.
- BASS (Bass Multiplier) - Adjusts the decay time of the bass frequencies in the reverberations. The bass level has affects the overall 'mood' or sound of the virtual room. A bright room has less bass response, while warm rooms have a more bass response.
- CROSS (Bass Crossover) - Determines the point below which bass frequencies will be boosted by the Bass knob.
- DEC (Decay) - Controls the decay time of the reverb, this is the time it takes for the signal to decay to -60dB (1/1000 of the
maximum amplitude). Use low decay times for small rooms (good for fattening drum sounds), and long decay times for large rooms (halls or church-effects).
- DAMP (High Damping) - Adjusts damping of the high frequencies in the reverb signal. Damping refers to the rate at which the high
frequencies decay. This effect causes the sound to become gradually muffled and warmer. Bypass: Setting this parameter to the maximum value will bypass
the High Damping, displaying OFF in the value field.
- DRY (Dry Level) - Sets the relative level of the (dry) input signal passed to the outputs. When using Reeverb 2 in a Send
mixer track this should be set to 0% (minimum).
- ER (Early Reflection) - Sets the relative level of the first reflections in the reverb.
- WET (Wet Level) - Sets the relative level of the reverberant (wet) signal. When using Reeverb 2 in a Send Channel
this should be set to 100% (maximum).
- SEP (Stereo Separation) - Adjusts the stereo separation of the wet reverb signal. Any dry signal bypassing the reverb is left unaltered.
Algorithms: Ultrafunk / Daniel Schaack.
GUI: Didier Dambrin / Miroslav Krajcovic.
Translation: Frederic Vanmol.