Each Virtual Room in Spat can have its own artificial reverberation. Reverberation is a very important element in the psycho-acoustic perception of localised sources and immersive sound fields. The reverb processor in Spat is a multichannel algorithmic 3D reverb based on feedback delay networks. The Spat reverberation engine is designed to synthesise the experience of the virtual sources and the listener all being placed within the same virtual acoustic space. Virtual spaces can be tuned, scaled and stored. Open the Artificial Reverberation graphical editor by clicking on the ( R ) index at the bottom of the list of Sources in the left side panel of the Room, or entering a room directly from a tab in the top global bar.
Internally the Spat Revolution reverb engine models many technical acoustic parameters, but the user interface has been simplified a great deal, to make artificial reverb design more straightforward and functional.
★ Some Spat Reverb parameters control how the acoustics are perceived
Alongside conventional tuning parameters which you might be familiar with, you will also find perceptual parameters, such as heaviness , liveness and presence.
These Perceptual Reverb parameters have been derived from the same IRCAM research experiments which were used to define the Perceptual Factors of sources such as warmth, envelopment and brilliance. These can be found among the parameters for each virtual source (see section 9.3).
The Spat reverb designer can be used for a lot more than only simulating a “normal” acoustic space. For example, you could try to design a totally unreal space with continuously modulating acoustic properties or a space with infinite reverberation.
★ Try switching the Infinite option for an immediately impressive immersive effect