object JPverb extends Serializable
An algorithmic reverb UGen, inspired by the lush chorused sound of certain vintage Lexicon and Alesis reverberation units. Designed to sound great with synthetic sound sources, rather than sound like a realistic space.
Note: You may need to increase the server's real-time memory
Examples
// defaults play { val src = SplayAz.ar(2, Impulse.ar(Seq(1, 3, 5, 7, 9))) JPverb.ar(inL = src.out(0), inR = src.out(1)) }
// dream-verb play { val src = SplayAz.ar(2, Impulse.ar(Seq(1, 3, 5, 7, 9))) 0.4 * src + 0.8 * JPverb.ar( inL = src.out(0), inR = src.out(1), revTime = 60, size = 2.8, damp = 0.3, earlyDiff = 0.42, low = 0.84, mid = 0.71, high = 0.0, lowCut = 2450, highCut = 1024, modFreq = 0.1, modDepth = 4.6) }
// tail modulation play { val src = SplayAz.ar(2, Impulse.ar(Seq(1, 3, 5, 7, 9))) val time = LFSaw.ar(0.02).linExp(-1, 1, 0.02, 60) JPverb.ar( inL = src.out(0), inR = src.out(1), revTime = time, size = 1.0, damp = 0.3, earlyDiff = 0.0, low = 1, mid = 0, high = 1, lowCut = 2450, highCut = 1024, modDepth = 0) }
This is a third-party UGen (DEINDUGens).
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def
ar(inL: GE, inR: GE, revTime: GE = 1.0f, damp: GE = 0.0f, size: GE = 1.0f, earlyDiff: GE = 0.707f, modDepth: GE = 0.1f, modFreq: GE = 2.0f, low: GE = 1.0f, mid: GE = 1.0f, high: GE = 1.0f, lowCut: GE = 500.0f, highCut: GE = 2000.0f): JPverb
- inL
left input signal to be reverberated
- inR
right input signal to be reverberated
- revTime
approximate reverberation time in seconds (T60 - the time for the reverberation to decay 60 dB). Does not effect early reflections. (0.1..60)
- damp
damping of high-frequencies as the reverberation decays. 0 is no damping, 1 is very strong damping (0..1)
- size
scales the size of delay-lines, producing the impression of a larger or smaller space. Values below 1 can sound quite metallic. (0.5..5)
- earlyDiff
shape of early reflections. Values of > 0.707 produce smooth exponential decay. Lower values produce a slower build-up of echoes. (0..1)
- modDepth
depth of delay-line modulation in sample frames. Use in combination with
modFreqto set amount of chorusing within the structure. (0..50)- modFreq
frequency of delay-line modulation. Use in combination with
modDepthto set amount of chorusing within the structure. (0..10)- low
multiplier for the reverberation time within the low band. (0..1)
- mid
multiplier for the reverberation time within the mid band. (0..1)
- high
multiplier for the reverberation time within the high band. (0..1)
- lowCut
frequency in Hz at which the crossover between the low and mid bands of the reverberation occurs. (100..6000)
- highCut
frequency in Hz at which the crossover between the mid and high bands of the reverberation occurs. (1000..10000)
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def
kr(inL: GE, inR: GE, revTime: GE = 1.0f, damp: GE = 0.0f, size: GE = 1.0f, earlyDiff: GE = 0.707f, modDepth: GE = 0.1f, modFreq: GE = 2.0f, low: GE = 1.0f, mid: GE = 1.0f, high: GE = 1.0f, lowCut: GE = 500.0f, highCut: GE = 2000.0f): JPverb
- inL
left input signal to be reverberated
- inR
right input signal to be reverberated
- revTime
approximate reverberation time in seconds (T60 - the time for the reverberation to decay 60 dB). Does not effect early reflections. (0.1..60)
- damp
damping of high-frequencies as the reverberation decays. 0 is no damping, 1 is very strong damping (0..1)
- size
scales the size of delay-lines, producing the impression of a larger or smaller space. Values below 1 can sound quite metallic. (0.5..5)
- earlyDiff
shape of early reflections. Values of > 0.707 produce smooth exponential decay. Lower values produce a slower build-up of echoes. (0..1)
- modDepth
depth of delay-line modulation in sample frames. Use in combination with
modFreqto set amount of chorusing within the structure. (0..50)- modFreq
frequency of delay-line modulation. Use in combination with
modDepthto set amount of chorusing within the structure. (0..10)- low
multiplier for the reverberation time within the low band. (0..1)
- mid
multiplier for the reverberation time within the mid band. (0..1)
- high
multiplier for the reverberation time within the high band. (0..1)
- lowCut
frequency in Hz at which the crossover between the low and mid bands of the reverberation occurs. (100..6000)
- highCut
frequency in Hz at which the crossover between the mid and high bands of the reverberation occurs. (1000..10000)
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