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Reverb

Room simulation — plates, convolution, shimmer, springs

The shape of a room, captured in code. From tight plates to infinite shimmer — these nodes wrap your sound in space.


Native Reverb

What it does — A workhorse algorithmic reverb with early reflections, stereo width control, output filters, and a freeze mode that sustains the tail indefinitely.

When you’d reach for it — You need a reliable, tweakable room sound and want fine control over the tone of the tail. Good first choice when you just need “some reverb” and want to shape it precisely with the built-in high and low cut filters.

Quick example

  1. Connect your source to the Native Reverb input.
  2. Set Room to around 0.65 for a medium hall feel.
  3. Bring Damp down to 0.3 to let the highs ring out longer.
  4. Roll HiCut back to 8000 Hz to tame any harshness in the tail.
  5. Blend with Dry/Wet to taste.

Parameters

ParameterWhat it controlsRangeSweet spot hint
RoomRoom size and overall decay length0.00 — 1.000.50
DampHigh-frequency absorption in the tail0.00 — 1.000.50
PreDlyGap before the reverb onset0 — 100 ms0 ms
WidthStereo spread of the wet signal0.00 — 1.001.00
EREarly reflections level0.00 — 1.000.50
ModInternal chorus modulation depth0.00 — 1.000.20
LoCutOutput high-pass filter frequency20 — 500 Hz80 Hz
HiCutOutput low-pass filter frequency1 000 — 20 000 Hz12 000 Hz
FreezeLocks the tail into infinite sustainOff / OnOff
Dry/WetBalance between original and reverb signal0.00 — 1.001.00

Dattorro Reverb

What it does — A plate reverb modeled on Jon Dattorro’s classic figure-of-eight topology, producing lush, chorused tails with a smooth, slightly shimmery character.

When you’d reach for it — Synth pads, vocals, or anything that needs a polished, studio-grade plate sound. The density and modulation controls make it especially good at filling space without cluttering the mix.

Quick example

  1. Feed a vocal or pad into the input.
  2. Set Size to 0.80 and Decay to 0.75 for a rich, sustained tail.
  3. Lower Damp to around 5000 Hz to warm up the reverb.
  4. Push Density toward 0.80 for a thicker, more diffuse wash.
  5. Adjust Dry/Wet so the reverb sits behind the source.

Parameters

ParameterWhat it controlsRangeSweet spot hint
SizeDelay line scaling — bigger values, bigger space0.05 — 1.000.75
DecayFeedback amount — how long the tail rings0.00 — 0.990.70
Damp (Hz)High-frequency damping cutoff100 — 18 000 Hz10 000 Hz
BW (Hz)Input bandwidth filter100 — 18 000 Hz12 000 Hz
PreDlyPre-delay before reverb onset0 — 200 ms10 ms
EarlyEarly reflections blend0.00 — 1.000.30
DensityDiffusion amount inside the tank0.00 — 1.000.70
ModInternal chorus depth for movement in the tail0.00 — 1.000.50
Dry/WetBalance between original and reverb signal0.00 — 1.001.00

Convolution Reverb

What it does — Applies the acoustic fingerprint of a real space (or a synthetic one) to your sound using impulse response convolution.

When you’d reach for it — You want photorealistic room tone — a specific cathedral, studio, or vintage hardware unit — and you have the impulse response file for it. Also great when the four built-in synthetic IRs (Room, Hall, Plate, Chamber) are enough and you want zero setup.

Quick example

  1. Drop the node in and choose Built-in or Custom File as your IR source.
  2. If Built-in, pick Hall for a big ambient wash.
  3. Set Pre-delay to 20 ms to keep the attack clear.
  4. Bring Mix to around 0.35 so the room supports the source without drowning it.
  5. If the output is too loud or quiet, adjust Gain.

Parameters

ParameterWhat it controlsRangeSweet spot hint
IR SourceToggles between built-in synthetic IRs and a custom WAV fileBuilt-in / Custom FileBuilt-in
IR TypeSelects the synthetic impulse responseRoom, Hall, Plate, ChamberRoom
BrowseLoads an external impulse response WAV/AIFF/FLAC
Pre-delayGap before the convolved reverb begins0 — 500 ms0 ms
MixDry/wet balance0.00 — 1.000.50
GainOutput level-40 — +12 dB-12 dB
Partition SizeFFT block size — smaller is lower latency, larger is lighter on CPU1024, 2048, 4096, 81922048

Shimmer Reverb

What it does — Feeds the reverb tail through a pitch shifter before recycling it, building luminous, ever-rising (or falling) textures that bloom outward from the source.

When you’d reach for it — Ambient soundscapes, post-rock swells, cinematic drones, or any moment where you want the reverb itself to become a musical element. An octave-up shift with high shimmer turns a simple chord into a cathedral of overtones.

Quick example

  1. Connect a sustained chord or pad to the input.
  2. Set Decay to 0.90 and Size to 0.85 for a long, spacious tail.
  3. Leave Shift at +12 semitones (one octave up).
  4. Start Shimmer at 0.30 and raise it until the pitch-shifted layer is clearly audible.
  5. Use Dry/Wet to decide how much of the effect you want in front.

Parameters

ParameterWhat it controlsRangeSweet spot hint
DecayHow long the reverb tail sustains0.00 — 0.990.85
Damp (Hz)High-frequency damping cutoff500 — 16 000 Hz8 000 Hz
SizeOverall reverb size0.30 — 1.000.80
ModInternal chorus modulation depth0.00 — 1.000.40
ShimmerAmount of pitch-shifted signal fed back into the tail0.00 — 1.000.50
Shift (st)Pitch shift interval in semitones-24 — +24 st+12 st
Dry/WetBalance between original and reverb signal0.00 — 1.001.00

Spring Reverb

What it does — Emulates the metallic, splashy character of a physical spring tank — the kind you find bolted inside guitar amps and vintage organs.

When you’d reach for it — Guitars, keys, and lo-fi productions where you want that unmistakable springy drip and boing. Also surprisingly good on percussion when you want a short, metallic splash instead of a smooth tail.

Quick example

  1. Connect a guitar or Rhodes track to the input.
  2. Set Decay to around 0.60 for a medium-length spring wash.
  3. Turn Drip up to 0.70 to emphasize the classic spring character.
  4. If the wet signal is too hot, pull Wet Gain back below 1.00.
  5. Set Dry/Wet to 0.30 — 0.40 for a natural blend.

Parameters

ParameterWhat it controlsRangeSweet spot hint
DecayFeedback gain controlling how long the spring rings0.00 — 0.950.70
Damp (Hz)Output low-pass cutoff — lower values darken the springs500 — 12 000 Hz6 000 Hz
DripAllpass chirp depth — higher values add more spring-like splash and boing0.00 — 1.000.50
Wet GainLevel of the wet signal before the dry/wet crossfade0.00 — 2.001.00
Dry/WetEqual-power crossfade between dry and spring-processed signal0.00 — 1.000.50