Wave-Based reverb : Creating the most realistic reverb

Discussion in 'Mixing and Mastering' started by Fowly, Dec 7, 2024 at 4:05 PM.

  1. Fowly

    Fowly Platinum Record

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    Hi guys, so I made a thread about this a few months ago, but I thought I might start a new one as I have much more to show now !

    The idea of the reverb is to go beyond traditional convolution reverbs sampled from real rooms, and use wave-based simulation to create a more natural sounding reverb without the artifacts from the speaker, and with features that are not really possible to do in the real world like instrument specific directivity and advanced field separation.

    I'm looking for suggestions as to what kind of room, microphone and instrument placement I should consider in the plugin I'd like to develop in the future. The big downside with this technology is that it is much longer to do than conventional convolution reverbs, as not only does setting up the simulation is quite complicated, but the render times also last for hours and hours. So I want to be sure that whatever room and setup I'm starting to model is worth it, and will be useful for most people.

    Here's a little video presentation I made about it :



    And if you want to hear it in action in a full orchestral context, you can check out my midi mockup of the Tears of the Kingdom trailer :



    Hope you guys find this interesting :wink:
     
    Last edited: Dec 7, 2024 at 4:14 PM
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  3. justwannadownload

    justwannadownload Audiosexual

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    Reinventing SPAT again, I see.
    Oh well, why not. It's not like they should have a monopoly.
     
  4. Fowly

    Fowly Platinum Record

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    I have absolutely no idea what it has to do with SPAT, but okay :(
     
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