FL Studio Mobile

Reverb

Reeverb 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. 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.

To load presets tap the 'Default' (upper right) and choose from the Presets List.

Parameters

To set, tap the TABS tab to access:

  • MAIN
    • Decay - This is the time it takes for the signal to decay to -60dB. Use low decay times for small rooms (good for fattening drum sounds), and long decay times for large rooms (halls or church-effects).
    • High Damp - Damping refers to the rate at which the high frequencies decay. This effect causes the sound to become gradually muffled and warmer.
    • Mix - The amount of reverbarant sound mixed in with the dry input.

  • TUNE
    • Predelay - Controls the delay time between the direct input signal and the first reverb reflection. 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.
    • 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.
    • 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.
    • Width - Adjusts the stereo separation of the wet reverb signal. Any dry signal bypassing the reverb is left unaltered.
    • Lo-Cut - Use this to remove low frequencies from the reverberations. For example, if you are adding reverb to a drum track, using the Lo-Cut parameter will reduce the 'rumble' and muddiness from the bass drum by attenuating the bass frequencies before being passed to the reverb engine.
    • Hi-Cut - Use this to remove high frequencies from the reverb, or to make the room sound duller.
    • Mod Speed - Speed of the sine-wave modulation of the reverb-time.
    • Mod Amount - 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.

  • MIXER
    • Input - Input signal level to the reverb.
    • Early Reflection - Sets the relative level of the first reflections in the reverb.
    • Dry Level - Sets the relative level of the (dry) input signal passed to the outputs.
    • 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.
    • Crossover - Determines the point below which bass frequencies will be boosted by the Bass knob.