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MIXING & EFFECTS
Fruity Reeverb 2 ukraine software development, cebit.
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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. An alternative to Fruity Reeverb 2 is Fruity Reeverb.
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Parameters
- H.CUT (High Cut) - Changes the high cut-off
frequency. Use this to remove high frequencies from the
reverberations, this will 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 reverberation engine.
- DEL (Predelay) - Controls the delay time
between the direct input signal and the first strong reverb
reflection. There is a tempo switch (
) below the Delay knob that will select
'tempo based' predelay. Predelay should be set to modest values for
small rooms, and can be increased in relation to increases in room
size. Predelay creates a slap-back echo effect that can both 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 reverberation
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.
- BASS (Bass Multiplier) - Adjusts the decay
time of the bass frequencies in the reverberations. The bass level
has a strong effect on 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, the effect is to 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. These are important
for the perception of the type of 'space' the sound is in.
- 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 amount
of stereo separation in the final output. This knob works by
summing the left and right stereo channels (fully clockwise) to
selecting the differences between them (fully counter
clockwise).
Plugin Credits: Didier Dambrin
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