reverb3 lacks of diffusion and attack parameter / better width

Hi,

in my humble opinion REVERB3 lacks of

a ) a diffusion parameter. Currently its like full diffusion always, it needs to be capable of sounding less tight, too! Like a multiple delay, with less copies of the sound.

b ) attack parameter. more near = more attack, far away = no attack. IMO it sounds way better than pre-delay (although please keep pre delay). Try those reverbs with an attack parameter. Must be kind of transient shaper thing?

EDIT: Ok, the reverb already takes care of this, thru pre delay parameter, which seems to be more than a simple delaying. So maybe I just miss more obvious longer attacks on long pre delays…

c ) stereo spread /width not mono compatible. Currently the width of the reverb2 (> than normal / 0%, same algo as stereo tool) seems to increase the side volume only. But this is not mono compatible, or better saying, the reverb then will sound less strong while mixed down to mono on master (or a cheap audio player) in comparison to stereo. I would like to suggest here kind of haas panner / fast stereo delay (post reverb) instead, since it sounds much more stable in a selected millisecond-range.

Here is an example song project snip, stereo vs. mono comparison. You will hear in the mono mix, that the saxophone (or whatever), the space vox and also the clap will sound much more plain in here. On those three I did use width >0%.

Stereo:Attachment 6896 not found.

Mono:Attachment 6897 not found.

So can you consider these ideas and maybe put this into a new version “reverb4”?

EDIT: Added stereo spread suggestion

EDIT: Added spread audio example

EDIT: Corrected naming to reverb3. New one would be reverb4.

The lack of diffusion control will become very obvious if you use reverb3 with very short duration (100ms). For example on a kick with high freq content.

Test settings:

[SPOILER]

<?xml version="1.0" encoding="UTF-8"?>
<FilterDeviceClipboard doc_version="0">
  <DeviceSlot type="Reverb3Device">
    <IsMaximized>true</IsMaximized>
    <IsSelected>true</IsSelected>
    <SelectedPresetName>Init</SelectedPresetName>
    <SelectedPresetLibrary>Bundled Content</SelectedPresetLibrary>
    <SelectedPresetIsModified>true</SelectedPresetIsModified>
    <RunTimePresetA type="FilterDevicePreset">
      <DeviceSlot type="Reverb3Device">
        <IsMaximized>true</IsMaximized>
        <ReverbTime>
          <Value>30</Value>
        </ReverbTime>
        <PreDelay>
          <Value>30.9159985</Value>
        </PreDelay>
        <LPFilter>
          <Value>4319.29639</Value>
        </LPFilter>
        <LPGain>
          <Value>-4.31999969</Value>
        </LPGain>
        <Color>
          <Value>0.0</Value>
        </Color>
        <Width>
          <Value>0.5</Value>
        </Width>
        <Pan>
          <Value>0.5</Value>
        </Pan>
        <WetMix>
          <Value>1.0</Value>
        </WetMix>
        <DryMix>
          <Value>1.0</Value>
        </DryMix>
      </DeviceSlot>
    </RunTimePresetA>
    <RunTimePresetB type="FilterDevicePreset">
      <DeviceSlot type="Reverb3Device">
        <IsMaximized>true</IsMaximized>
        <ReverbTime>
          <Value>30</Value>
        </ReverbTime>
        <PreDelay>
          <Value>30.9159985</Value>
        </PreDelay>
        <LPFilter>
          <Value>4000</Value>
        </LPFilter>
        <LPGain>
          <Value>-1.58399892</Value>
        </LPGain>
        <Color>
          <Value>0.0</Value>
        </Color>
        <Width>
          <Value>0.5</Value>
        </Width>
        <Pan>
          <Value>0.5</Value>
        </Pan>
        <WetMix>
          <Value>0.90800035</Value>
        </WetMix>
        <DryMix>
          <Value>1.0</Value>
        </DryMix>
      </DeviceSlot>
    </RunTimePresetB>
    <IsActive>
      <Value>1.0</Value>
      <Visualization>Device only</Visualization>
    </IsActive>
    <ReverbTime>
      <Value>1.0</Value>
      <Visualization>Device only</Visualization>
    </ReverbTime>
    <PreDelay>
      <Value>0.995999992</Value>
      <Visualization>Device only</Visualization>
    </PreDelay>
    <LPFilter>
      <Value>269.427917</Value>
      <Visualization>Device only</Visualization>
    </LPFilter>
    <LPGain>
      <Value>-6.04799843</Value>
      <Visualization>Device only</Visualization>
    </LPGain>
    <Color>
      <Value>0.0</Value>
      <Visualization>Device only</Visualization>
    </Color>
    <Width>
      <Value>0.5</Value>
      <Visualization>Device only</Visualization>
    </Width>
    <Pan>
      <Value>0.5</Value>
      <Visualization>Device only</Visualization>
    </Pan>
    <WetMix>
      <Value>0.811999559</Value>
      <Visualization>Device only</Visualization>
    </WetMix>
    <DryMix>
      <Value>1.0</Value>
      <Visualization>Device only</Visualization>
    </DryMix>
  </DeviceSlot>
</FilterDeviceClipboard>

[/SPOILER]

It will sound very “tonal” / statical, like having a constant resonance, or even saw wave. If there was diffusion, it would sound more natural. So

  • The reverb should back much less dense with very short durations. A additional control for this would be nice, too.

  • There should be a diffusion parameter, varying the impulse frequency

  • carbon thief lately posted a nice stereo spreading IR. Maybe the impulses could be spread simply using panning?