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Chapter 13: Using the effects
TIPS:
Firstly, don’t overdo it! One common mistake is to smother a sound in reverb. This just results in an
indistinct, ‘mushy’ sound. A lot of reverb can be nice on slow, floating pads and strings, the musical
content of which is fairly sedate but, generally, more reverb does not guarantee a better sound -
often the reverse, in fact!.
Be aware that using long reverbs on fast moving sounds (i.e. fast sequences or arpeggios) can
cloud the music creating an indistinct ‘blur behind the music (unless the reverb is mixed quite a way
back). A nice ROOM reverb on such parts is usually sufficient. If you can, tweak the decay time so
that it doesn’t hang over into adjacent notes too much.
Small rooms and the like are good on bass sounds. Avoid long, boomy reverbs on bass parts as this
will clutter up the bottom end of the music.
To create more space between the reverb and the direct sound, set longer predelay times. This will
allow the attack of the sound to be heard without ‘smudging’ it with reverb. For example, when
applying reverb to a snare drum sound, a bit of predelay can help separate the direct snare sound
from the reverb.
To make a sound seem further away, send a lot of signal to the reverb and pull the level of the direct
signal back a bit in the L/R outputs. To make a sound VERY distant, pull the direct sound out
completely!
When putting drum kits through the reverb, watch out for the hi-hat. Fast hi-hats through the reverb
can make the overall mix very ‘splashy’ as the high frequencies get reverberated. If you get this
problem, take the high hat out of the reverb altogether. Drum and percussion sounds have more or
less reverb on some drums than on others (for example, snares can take a lot of reverb but bass
(kick) drums usually have less). The function allows you to send different drum sounds to different
effects types (for example, non-linear on the bass drum, big hall on the snare, big room on the toms,
small room on selected percussion, etc.).
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