The reverb effect is the effect of reflecting sound from walls and other objects.
Reverb allow the producer to emulate different spatial plans (hall, room, concert hall). The reverb effect allows you to create a specific virtual room for the selected instrument or the entire mix.
Different reverb have their own specific algorithm, which in turn affects the result of processing.
The main parameters of the reverberator include:
Dry – dry signal level (without processing);
Wet – the level of the processed signal (usually reverberation tail).
Sometimes these two controllers are combined into one (Mix).
Early Reflection (ER) – signal level of early reflections. These are the very first reflections that the listener perceives.
Decay – decay time of the reverb;
Pre-Delay – reverb delay time. This is the time difference between pure signals and its reflections (reverb).
Size – dimensions of the simulated room;
Damping – frequency attenuation rate (High Damping);
Diffusion – reverb blur;
Density – the density of the reverb.
The General rule of reverb
1) The distance to the sound source in the room is determined by the ratio of the volume of the direct and reflected signals. The louder the reflection, the farther the sound source.
To make the sound closer to the listener, you need to move the reflections to the background.
2) The further to the listener the sound is, the less high frequencies the reverberation tail may contain.
3) Early reflections affect the size of the room, and the reverberation tail characterizes the acoustic properties of the room-the materials and shape of the walls, damping, absorbing ability.
The reverb effect is more of an artistic tool, so you need to rely on your hearing rather than on some standards and rules when setting it up.
Understanding all reverb parameters, analyzing reference tracks and experimenting is the way to find the effect that really suits the particular composition you are working on.