Audio Foundations: Reverb
3h 5mBeginner2014-01-24
Authors

Alex U. Case
Professor and author researching the art and science of sound
Course details
This installment of Foundations of Audio explains one of the most essential ingredients in audio mixing, reverb—the time it takes for sound to bounce, echo, and decay during a live performance or recording. Reverb gives a natural richness to your recordings, which is possible to reproduce. Producer and audio engineer Alex U. Case covers the acoustic, mechanical, and digital means for creating reverb, and charts the parameters (room size, density, etc.) you'll need to know to take advantage of the original recording space and enhance it in post. He then shows how to simulate reverb digitally with effects, adding timbre, texture, and contrast, and improve the sound of your mixes with a sense of space and depth.
These techniques can be practiced with the free Get in the Mix sessions, currently available for Pro Tools and Logic Pro.
Learning objectives
What is reverb?
Understanding how acoustic reverb works in rooms
Working with the signal flow, effects loops, and available CPU resources
Understanding core parameters, like reverb time and pre-delay
Simulating space
Creating nonlinear reverb
Building pre-delay effects
Using reverse reverb
Using convolution correctly
These techniques can be practiced with the free Get in the Mix sessions, currently available for Pro Tools and Logic Pro.
Learning objectives
What is reverb?
Understanding how acoustic reverb works in rooms
Working with the signal flow, effects loops, and available CPU resources
Understanding core parameters, like reverb time and pre-delay
Simulating space
Creating nonlinear reverb
Building pre-delay effects
Using reverse reverb
Using convolution correctly
Skills covered
Audio EngineeringAudio and MusicFoundations
Concepts
0. Introduction
- 01 - Welcome
- 02 - What you need to know before watching this course
- 03 - Songs you should listen to while watching this course
- 04 - Using the exercise files
- 05 - Using the Get in the Mix session files
1. Understanding Reverberation
- 06 - What is reverb
- 07 - Why do we use reverb
2. Technologies for Creating Reverb
- 08 - Capturing reverb acoustically through room tracks
- 09 - Creating reverb acoustically through a reverb chamber
- 10 - Creating reverb mechanically using springs and plates
- 11 - Creating reverb digitally via algorithms and convolution
- 12 - Optimizing signal flow, effects loops, and CPU resources
3. Key Parameters and Reference Values
- 13 - The anatomy of reverberation
- 14 - Mastering reverb time, predelay, and wet dry mix parameters
- 15 - Understanding the frequency dependence of reverberation
- 16 - Tapping into advanced parameters such as diffusion, density, and more
- 17 - Reference values from the best orchestra halls
- 18 - Hearing beyond the basic parameters
- 19 - Touring the interfaces for six reverb plugins
4. Reverb Techniques
- 20 - Choosing the right reverb for each of your tracks
- 21 - Simulating space with reverb
- 22 - Hearing space in the mix
- 23 - Timbre and texture
- 24 - Shaping tone and timbre with reverb
- 25 - Creating contrasting sounds for your tracks
- 26 - Using nonlinear reverb to help a track cut through
- 27 - Emphasizing the reverb using predelay
- 28 - Strategically blurring and obscuring tracks
- 29 - Get in the Mix - Changing the scene by changing reverb
- 30 - Get in the Mix - Gating reverb to emphasize any track in your production
- 31 - Reversing reverb to highlight musical moments
- 32 - Synthesizing new sounds through reverb
- 33 - Get in the Mix - Supporting a track with regenerative reverb
- 34 - Getting the most out of room tracks
5. Advanced Reverb Topics
- 35 - Setting up your own reverb chamber - The architecture
- 36 - Setting up your own reverb chamber - The audio
- 37 - Using convolution correctly
- 38 - Getting great impluse response
Conclusion
- 39 - Next steps