KDFX Algorithm Specifications
Algorithms 1 and 2: MiniVerbs
1 MiniVerb
2 Dual MiniVerb
Versatile, small stereo and dual mono reverbs
PAUs:1 for MiniVerb
2 for Dual MiniVerb
MiniVerb is a versatile stereo reverb is found in many combination algorithms, but is equally useful on its
own because of its small size. The main control for this effect is the Room Type parameter. Room Type
changes the structure of the algorithm to simulate many carefully crafted room types and sizes. Spaces
characterized as booths, small rooms, chambers, halls and large spaces can be selected.
Dry
L Input
R Input
Figure 10-1Simplified Block Diagram of MiniVerb
Each Room Type incorporates different diffusion, room size and reverb density settings. The Room Types
were designed to sound best when Diff Scale, Size Scale and Density are set to the default values of 1.00x.
If you want a reverb to sound perfect immediately, set the Diff Scale, Size Scale and Density parameters to
1.00x, pick a Room Type and youÕll be on the way to a great sounding reverb. But if you want to
experiment with new reverb ßavors, changing the scaling parameters away from 1.00x can cause a subtle
(or drastic!) coloring of the carefully crafted Room Types.
Diffusion characterizes how the reverb spreads the early reßection out in time. At very low settings of Diff
Scale, the early reßections start to sound quite discrete, and at higher settings the early reßections are
L PreDelay
R PreDelay
Miniverb
Dry
Core
WetOut Gain
L Output
R Output
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KDFX Algorithm Specifications
KDFX Reference
seamless. Density controls how tightly the early reßections are packed in time. Low Density settings have
the early reßections grouped close together, and higher values spread the reßections for a smoother reverb.
L Input
R Input
Dry
MiniVerbBalance
MiniVerb
Dry
Wet
Wet
Pan
Balance
Pan
L Output
R Output
Figure 10-2Simplified Block Diagram of Dual MiniVerb
Dual MiniVerb has a full MiniVerb, including Wet/Dry, Pre Delay and Out Gain controls, dedicated to
both the left and right channels. In Figure 10-2, the two blocks labeled MiniVerb contain a complete copy
of the contents of Figure 10-1. Dual MiniVerb gives you indepenent reverbs on both channels which has
obvious beneÞts for mono material. With stereo material, any panning or image placement can be
maintained, even in the reverb tails! This is pretty unusual behaviour for a reverb, since even real halls will
rapidly delocalize acoustic images in the reverberance. Since maintaining image placement in the
reverberation is so unusual, you will have to carefully consider whether it is appropriate for your
particular situation. To use Dual MiniVerb to maintain stereo signals in this manner, set the reverb
parameters for both channels to the same values. The Dry Pan and Wet Bal parameters should be fully left
-100%) for the left MiniVerb and fully right (100%) for the right MiniVerb.
(
MiniVerb Parameters
Page 1
Wet/Dry0 to 100%wetOut GainOff, -79.0 to 24.0 dB
Rvrb Time0.5 to 30.0 s, InfHF Damping16 to 25088 Hz
L Pre Dly0 to 620 msR Pre Dly0 to 620 ms
Page 2
Room TypeHall1Diff Scale0.00 to 2.00x
Size Scale0.00 to 4.00x
Density0.00 to 4.00x
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KDFX Algorithm Specifications
Dual MiniVerb Parameters
Page 1
L Wet/Dry0 to 100%wetR Wet/Dry0 to 100%wet
L Out GainOff, -79.0 to 24.0 dBR Out GainOff, -79.0 to 24.0 dB
L Wet Bal-100 to 100%R Wet Bal-100 to 100%
L Dry Pan-100 to 100%R Dry Pan-100 to 100%
Page 2
L RoomTypeHall1
L RvrbTime0.5 to 30.0 s, Inf
L Diff Scl0.00 to 2.00xL Density0.00 to 4.00x
L Size Scl0.00 to 4.00xL HF Damp16 to 25088 Hz
L PreDlyL0 to 620 msL PreDlyR0 to 620 ms
Page 3
R RoomTypeHall1
R RvrbTime0.5 to 30.0 s, Inf
R Diff Scl0.00 to 2.00xR Density0.00 to 4.00x
R Size Scl0.00 to 4.00xR HF Damp16 to 25088 Hz
R PreDlyL0 to 620 msR PreDlyR0 to 620 ms
Wet/DryA simple mix of the reverb sound with the dry sound.
Out Gain
Rvrb Time
The overall gain or amplitude at the output of the effect.
The reverb time displayed is accurate for normal settings of the other parameters (HF
Damping = 25088kHz, and Diff Scale, Room Scale and Density = 1.00x). Changing Rvrb
Time to Inf creates an inÞnitely sustaining reverb.
HF DampingReduces high frequency components of the reverb above the displayed cutoff frequency.
Removing higher reverb frequencies can often make rooms sound more natural.
L/R Pre DlyThe delay between the start of a sound and the output of the Þrst reverb reßections from
that sound. Longer pre-delays can help make larger spaces sound more realistic. Longer
times can also help improve the clarity of a mix by separating the reverb signal from the
dry signal, so the dry signal is not obscured. Likewise, the wet signal will be more audible
if delayed, and thus you can get by with a dryer mix while maintaining the same
subjective wet/dry level.
Room TypeChanges the conÞguration of the reverb algorithm to simulate a wide array of carefully
designed room types and sizes. This parameter effectively allows you to have several
different reverb algorithms only a parameter change away. Smaller Room Types will
sound best with shorter Rvrb Times, and vice versa. (Note that since this parameter
changes the structure of the reverb algorithm, you donÕt want to modulate it.)
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KDFX Reference
KDFX Algorithm Specifications
Diff Scale
Size Scale
Density
Wet Bal
A multiplier which affects the diffusion of the reverb. At 1.00x, the diffusion will be the
normal, carefully adjusted amount for the current Room Type. Altering this parameter
will change the diffusion from the preset amount.
A multiplier which changes the size of the current room. At 1.00x, the room will be the
normal, carefully tweaked size of the current Room Type. Altering this parameter will
change the size of the room, and thus will cause a subtle coloration of the reverb (since the
roomÕs dimensions are changing).
A multiplier which affects the density of the reverb. At 1.00x, the room density will be the
normal, carefully set amount for the current Room Type. Altering this parameter will
change the density of the reverb, which may color the room slightly.
In Dual MiniVerb, two mono signals (left and right) are fed into two separate stereo
reverbs. If you center the wet balance (0%), the left and right outputs of the reverb will be
sent to the Þnal output in equal amounts. This will add a sense of spaciousness
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KDFX Algorithm Specifications
3 Gated MiniVerb
A reverb and compressor in series.
PAUs:2
This algorithm is a small reverb followed by a gate. The main control for the reverb is the Room Type
parameter. The main control for the reverb is the Room Type parameter. Room Type changes the structure
of the algorithm to simulate many carefully crafted room types and sizes. Spaces characterized as booths,
small rooms, chambers, halls and large spaces can be selected.
Each Room Type incorporates different diffusion, room size and reverb density settings. The Room Types
were designed to sound best when Diff Scale, Size Scale and Density are set to the default values of 1.00x.
If you want a reverb to sound perfect immediately, set the Diff Scale, Size Scale and Density parameters to
1.00x, pick a Room Type and youÕll be on the way to a great sounding reverb. But if you want experiment
with new reverb ßavors, changing the scaling parameters away from 1.00x can cause a subtle (or drastic!)
coloring of the carefully crafted Room Types.
Diffusion characterizes how the reverb spreads the early reßection out in time. At very low settings of Diff
Scale, the early reßections start to sound quite discrete, and at higher settings the early reßections are
seamless. Density controls how tightly the early reßections are packed in time. Low Density settings have
the early reßections grouped close together, and higher values spread the reßections for a smoother reverb.
The gate turns the output of the reverb on and off based on the amplitude of the input signal.
A gate behaves like an on off switch for a signal. One or both input channels is used to control whether the
switch is on (gate is open) or off (gate is closed). The on/off control is called Òside chainÓ processing. You
select which of the two input channels or both is used for side chain processing. When you select both
channels, the sum of the left and right input amplitudes is used. The gate is opened when the side chain
amplitude rises above a level that you specify with the Threshold parameter.
The gate will stay open for as long as the side chain signal is above the threshold. When the signal drops
below the threshold, the gate will remain open for the time set with the Gate Time parameter. At the end of
the Gate Time, the gate closes. When the signal rises above threshold, it opens again. What is happening is
that the gate timer is being constantly retriggered while the signal is above threshold.
1
0
signal rises
above threshold
Figure 10-3Gate Behavior
10-12
attack
time
signal falls
below threshold
gate
time
release
time
KDFX Reference
KDFX Algorithm Specifications
If Gate Duck is turned on, then the behaviour of the gate is reversed. The gate is open while the side chain
signal is below threshold, and it closes when the signal rises above thresold.
If the gate opened and closed instantaneously, you would hear a large digital click, like a big knife switch
was being thrown. Obviously thatÕs not a good idea, so Gate Atk (attack) and Gate Rel (release) parameters
are use to set the times for the gate to open and close. More precisely, depending on whether Gate Duck is
off or on, Gate Atk sets how fast the gate opens or closes when the side chain signal rises above the
threshold. The Gate Rel sets how fast the gate closes or opens after the gate timer has elapsed.
The Signal Dly parameter delays the signal being gated, but does not delay the side chain signal. By
delaying the main signal relative to the side chain signal, you can open the gate just before the main signal
rises above threshold. ItÕs a little like being able to pick up the telephone before it rings!
Parameters
Page 1
Wet/Dry0 to 100%wetOut GainOff, -79.0 to 24.0 dB
Rvrb Time0.5 to 30.0s, InfHF Damping16 to 25088 Hz
L Pre Dly0 to 620msR Pre Dly0 to 620 ms
Page 2
Room TypeHall1Diff Scale0.00 to 2.00x
Size Scale0.00 to 4.00x
Density0.00 to 4.00x
Page 3
Gate Thres-79.0 to 0.0 dBGate Time0 to 3000 ms
Gate DuckIn or OutGate Atk0.0 to 228.0 ms
Gate Rel0 to 3000 ms
GateSigDly0.0 to 25.0 ms
Reduction-dB 60 40 * 16 * 8 4 0
Wet/DryA simple mix of the reverb sound with the dry sound. When set fully dry (0%), the gate is
still active.
Out Gain An overall level control of the effectÕs output (applied after the Wet/Dry mix).
Rvrb TimeThe reverb time displayed is accurate for normal settings of the other parameters (HF
Damping = 25088kHz, and Diff Scale, Room Scale and Density = 1.00x). Changing Rvrb
Time to Inf creates an inÞnitely sustaining reverb.
HF DampingReduces high frequency components of the reverb above the displayed cutoff frequency.
Removing higher reverb frequencies can often make rooms sound more natural.
L/R Pre DlyThe delay between the start of a sound and the output of the Þrst reverb reßections from
that sound. Longer pre-delays can help make larger spaces sound more realistic. Longer
times can also help improve the clarity of a mix by separating the reverb signal from the
dry signal, so the dry signal is not obscured. Likewise, the wet signal will be more audible
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KDFX Algorithm Specifications
if delayed, and thus you can get by with a dryer mix while maintaining the same
subjective wet/dry level.
Room TypeThe conÞguration of the reverb algorithm to simulate a wide array of carefully designed
room types and sizes. This parameter effectively allows you to have several different
reverb algorithms only a parameter change away. Smaller Room Types will sound best
with shorter Rvrb Times, and vice versa. (Note that since this parameter changes the
structure of the reverb algorithm, you may not modulate it.)
Diff ScaleA multiplier which affects the diffusion of the reverb. At 1.00x, the diffusion will be the
normal, carefully adjusted amount for the current Room Type. Altering this parameter
will change the diffusion from the preset amount.
Size ScaleA multiplier which changes the size of the current room. At 1.00x, the room will be the
normal, carefully tweaked size of the current Room Type. Altering this parameter will
change the size of the room, and thus will cause a subtle coloration of the reverb (since the
roomÕs dimensions are changing).
DensityA multiplier which affects the density of the reverb. At 1.00x, the room density will be the
normal, carefully set amount for the current Room Type. Altering this parameter will
change the density of the reverb, which may color the room slightly.
Gate ThresThe input signal level in dB required to open the gate (or close the gate if Gate Duck is on).
Gate DuckWhen set to ÒOffÓ, the gate opens when the signal rises above threshold and closes when
the gate time expires. When set to ÒOnÓ, the gate closes when the signal rises above
threshold and opens when the gate time expires.
Gate TimeThe time in seconds that the gate will stay fully on after the signal envelope rises above
threshold. The gate timer is started or restarted whenever the signal envelope rises above
threshold. If Retrigger is On, the gate timer is continually reset while the side chain signal
is above the threshold.
Gate AtkThe attack time for the gate to ramp from closed to open (reverse if Gate Duck is on) after
the signal rises above threshold.
Gate RelThe release time for the gate to ramp from open to closed (reverse if Gate Duck is on) after
the gate timer has elapsed.
Signal DlyThe delay in milliseconds (ms) of the reverb signal relative to the side chain signal. By
delaying the reverb signal, the gate can be opened before the reverb signal rises above the
gating threshold.
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KDFX Algorithm Specifications
Algorithms 4–11: Classic / TQ / Diffuse / Omni Reverbs
4 Classic Place
5 Classic V erb
6 TQ Place
7 TQ V erb
8 Diffuse Place
9 Diffuse V erb
10 OmniPlace
11 OmniV erb
Parameters
AbsorptionThis controls the amount of reßective material that is in the space being
emulated, much like an acoustical absorption coefÞcient. The lower the setting,
the longer it will take for the sound to die away. A setting of 0% will cause an
inÞnite decay time.
Rvrb TimeAdjusts the basic decay time of the late portion of the reverb.
LateRvbTimAdjusts the basic decay time of the late portion of the reverb after diffusion.
HF DampingThis controls the amount of high frequency energy that is absorbed as the
reverb decays. The values set the cutoff frequency of the 1 pole (6dB/oct) lopass
Þlter within the reverb feedback loop.
L Pre Dly, R Pre DlyThese control the amount that each channel of the reverb is delayed relative to
the dry signal. Setting different lengths for both channels can de-correlate the
center portion of the reverb image and make it seem wider. This only affects the
late reverb in algorithms that have early reßections.
LopassControls the cutoff frequency of a 1 pole (6dB/oct) lopass Þlter at the output of
the reverb. This only affects the late reverb in algorithms that have early
reßections.
EarRef LvlAdjusts the mix level of the early reßection portion of algorithms offering early
reßections.
Late LvlAdjusts the mix level of the late reverb portion of algorithms offering early
reßections.
Room TypeThis parameter selects the basic type of reverb being emulated, and should be
your starting point when creating your own reverb presets. Due to the inherent
complexity of reverb algorithms and the sheer number of variables responsible
for their character, the Room Type parameter provides condensed preset
collections of these variables. Each Room Type preset has been painstakingly
selected by Kurzweil engineers to provide the best sounding collection of
mutually complementary variables modelling an assortment of reverb families.
When a room type is selected, an entire incorporated set of delay lengths and
diffusion settings are established within the algorithm. By using the Size Scale,
DiffAmtScl, DiffLenScl, and Inj Spread parameters, you may scale individual
elements away from their preset value. When set to 1.00x, each of these
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KDFX Algorithm Specifications
Size ScaleThis parameter scales the inherent size of the reverb chosen by Room Type. For
InÞnDecayFound in ÒVerbÓ algorithms. When turned ÒOnÓ, the reverb tail will decay
LF SplitUsed in conjunction with LF Time. This controls the upper frequency limit of
LF TimeUsed in conjunction with LF Split. This modiÞes the decay time of the energy
elements are accurately representing their preset values determined by the
current Room Type.
Room Types with similar names in different reverb algorithms do not sound the
same. For example, Hall1 in Diffuse Verb does not sound the same as Hall1 in
TQ Verb.
a true representation of the selected Room Type size, set this to 1.00x. Scaling
the size below this will create smaller spaces, while larger scale factors will
create large spaces. See Room Type for more detailed information.
indeÞnitely. When turned ÒOffÓ, the decay time is determined by the ÒRvrb
TimeÓ or ÒLateRvbTimÓ parameters.
the low frequency decay time multiplier. Energy below this frequency will
decay faster or slower depending on the LF Time parameter.
below the LF Split frequency. A setting of 1.00x will make low frequency energy
decay at the rate determined by the decay time. Higher values will cause low
frequency energy to decay slower, and lower values will cause it to decay more
quickly.
TrebShlf FAdjusts the frequency of a high shelving Þlter at the output of the late reverb.
TrebShlf GAdjusts the gain of a high shelving Þlter at the output of the late reverb.
BassShlf FAdjusts the frequency of a low shelving Þlter at the output of the late reverb.
BassShlf GAdjusts the gain of a low shelving Þlter at the output of the late reverb.
DiffAmtSclAdjusts the amount of diffusion at the onset of the reverb. For a true
representation of the selected Room Type diffusion amount, set this to 1.00x.
DiffLenSclAdjusts the length of the diffusion at the onset of the reverb. For a true
representation of the selected Room Type diffusion length, set this to 1.00x.
Diff CrossAdjusts the onset diffusion cross-coupling character. Although subtle, this
parameter bleeds left and right channels into each other during onset diffusion,
and also in the body of the reverb. 0% setting will disable this. Increasing this
value in either the positive or negative direction will increase its affect.
ExpanseAmount of late reverb energy biased toward the edges of the stereo image. A
setting of 0% will bias energy towards the center. Moving away from 0% will
bias energy towards the sides. Positive and negative values will have a different
character.
LFO RateAdjusts the rate at which certain reverb delay lines move. See LFO Depth for
more information.
10-16
LFO DepthAdjusts the detuning depth in cents caused by a moving reverb delay line.
Moving delay lines can imitate voluminous ßowing air currents and reduce
unwanted artifacts like ringing and ßutter when used properly. Depth settings
under 1.5ct with LFO Rate settings under 1.00Hz are recommended for
KDFX Reference
KDFX Algorithm Specifications
modeling real spaces. High depth settings can create chorusing qualities, which
wonÕt be unsuitable for real acoustic spaces, but can nonetheless create
interesting effects. Instruments that have little if no inherent pitch ßuctuation
(like piano) are much more sensitive to this LFO than instruments that normally
have a lot of vibrato (like voice) or non-pitched instruments (like snare drum).
Inj BuildUsed in conjunction with Inj Spread, this adjusts the envelope of the onset of the
reverb. SpeciÞcally, it tapers the amplitudes of a series of delayed signals
injected into the body of the reverb. Values above 0% will produce a faster
build, while values below 0% will cause the build to be more gradual.
Inj SpreadUsed in conjunction with Inj Build, this scales the length of the series of delays
injected into the body of the reverb. For a true representation of the selected
Room Type injector spread, set this to 1.00x.
Inj LPThis adjusts the cutoff frequency of a 1 pole (6dB/oct) lopass Þlter applied to
the signal being injected into the body of the reverb.
Inj SkewAdjusts the amount of delay applied to either the left or right channel of the
reverb injector. Positive values delay the right channel while negative values
delay the left channel.
E DiffAmtAdjusts the amount of diffusion applied to the early reßection network.
E DfLenSclAdjusts the length of diffusion applied to the early reßection network. This is
inßuenced by E PreDlyL and E PreDlyR.
E Dly SclScales the delay lengths inherent in the early reßection network.
E BuildAdjusts the envelope of the onset of the early reßections. Values above 0% will
create a faster attack while values below 0% will create a slower attack.
E Fdbk AmtAdjusts the amount of the output of an early reßection portion that is fed back
into the input of the opposite channel in front of the early pre-delays. Overall, it
lengthens the decay rate of the early reßection network. Negative values
polarity invert the feedback signal.
E HF DampThis adjusts the cutoff frequency of a 1 pole (6dB/oct) lopass Þlter applied to
the early reßection feedback signal.
E PreDlyL, E PreDlyRAdjusts how much the early reßections are delayed relative to the dry signal.
These are independent of the late reverb predelay times, but will inßuence E
Dly Scl.
E Dly L, E Dly RAdjusts the left and right early reßection delays fed to the same output
channels.
E Dly LX, E Dly RXAdjusts the left and right early reßection delays fed to the opposite output
channels.
E DifDlyL, E DifDlyRAdjusts the diffusion delays of the diffusers on delay taps fed to the same
output channels.
E DifDlyLX, E DifDlyRX Adjusts the diffusion delays of the diffusers on delay taps fed to the opposite
output channels.
E X BlendAdjusts the balance between early reßection delay tap signals with diffusers fed
to their same output channel, and those fed to opposite channels. 0% will only
allow delay taps being fed to opposite output channels to be heard, while 100%
allows only delay taps going to the same channels to be heard.
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KDFX Algorithm Specifications
12 Panaural Room
Room reverberation algorithm
PAUs:3
The Panaural Room reverberation is implemented using a special network arrangement of many delay
lines that guarantees colorless sound. The reverberator is inherently stereo with each input injected into
the "room" at multiple locations. The signals entering the reverberator Þrst pass through a shelving bass
equalizer with a range of +/-15dB. To shorten the decay time of high frequencies relative to mid
frequencies, low pass Þlters controlled by HF Damping are distributed throughout the network. Room
Size scales all the delay times of the network (but not the Pre Dly or Build Time), to change the simulated
room dimension over a range of 1 to 16m. Decay Time varies the feedback gains to achieve decay times
from 0.5 to 100 seconds. The Room Size and Decay Time controls are interlocked so that a chosen Decay
Time will be maintained while Room Size is varied. A two input stereo mixer, controlled by Wet/Dry and
Out Gain, feeds the output.
Dry
L Input
R Input
PreDelay
PreDelay
Dry
Reverb
Wet
Out Gain
Figure 10-4Simplified block diagram of Panaural Room.
The duration and spacing of the early reßections are inßuenced by Room Size and Build Time, while the
number and relative loudness of the individual reßections are inßuenced by Build Env. When Build Env is
near 0 or 100%, fewer reßections are created. The maximum number of important early reßections, 13, is
achieved at a setting of 50%.
To get control over the growth of reverberation, the left and right inputs each are passed through an
"injector" that can extend the source before it drives the reverberator. Only when Build Env is set to 0% is
the reverberator driven in pure stereo by the pure dry signal. For settings of Build Env greater than 0%, the
reverberator is fed multiple times. Build Env controls the injector so that the reverberation begins abruptly
(0%), builds immediately to a sustained level (50%), or builds gradually to a maximum (100%). Build Time
varies the injection length over a range of 0 to 500ms. At a Build Time of 0ms, there is no extension of the
build time. In this case, the Build Env control adjusts the density of the reverberation, with maximum
density at a setting of 50%. In addition to the two build controls, there is an overall Pre Dly control that can
delay the entire reverberation process by up to 500ms.
L Output
R Output
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KDFX Algorithm Specifications
Parameters
Page 1
Wet/Dry0 to 100%wetOut GainOff, -79.0 to 24.0
Room Size1.0 to 16.0 m
Pre Dly0 to 500 msDecay Time0.5 to 100.0 s
HF Damping16 to 25088 Hz
Page 2
Bass Gain-15 to 15 dBBuild Time0 to 500 ms
Build Env0 to 100%
Wet/DryThe amount of the stereo reverberator (wet) signal relative to the original input (dry)
signal to be output. The dry signal is not affected by the Bass Gain control. The wet signal
is affected by the Bass Gain control and by all the other reverberator controls. The balance
between wet and dry signals is an extremely important factor in achieving a good mix.
Emphasizing the wet signal gives the effect of more reverberation and of greater distance
from the source.
Out GainThe overall output level for the reverberation effect, and controls the level for both the wet
and dry signal paths.
Decay TimeThe reverberation decay time (mid-band "RT60"), the time required before the
reverberation has died away to 60dB below its "running" level. Adjust decay time
according to the tempo and articulation of the music and to taste.
HF DampingAdjusts low pass Þlters in the reverberator so that high frequencies die away more quickly
than mid and low frequencies. This shapes the reverberation for a more natural, more
acoustically accurate sound.
Bass GainShapes the overall reverberation signal's bass content, but does not modify the decay time.
Reduce the bass for a less muddy sound, raise it slightly for a more natural acoustic effect.
Room SizeChoosing an appropriate room size is very important in getting a good reverberation
effect. For impulsive sources, such as percussion instruments or plucked strings, increase
the size setting until discrete early reßections become audible, and then back it off slightly.
For slower, softer music, use the largest size possible. At lower settings, Room Size leads
to coloration, especially if the Decay Time is set too high.
Pre DlyIntroducing predelay creates a gap of silence between that allows the dry signal to stand
out with greater clarity and intelligibility against the reverberant background. This is
especially helpful with vocal or classical music.
Build TimeSimilar to predelay, but more complex, larger values of Build Time slow down the
building up of reverberation and can extend the build up process. Experiment with Build
Time and Build Env and use them to optimize the early details of reverberation. A Build
Time of 0ms and a Build Env of 50% is a good default setting that yields a fast arriving,
maximally dense reverberation.
Build EnvWhen Build Time has been set to greater than about 80ms, Build Env begins to have an
audible inßuence on the early unfolding of the reverberation process. For lower density
reverberation that starts cleanly and impulsively, use a setting of 0%. For the highest
density reverberation, and for extension of the build up period, use a setting of 50%. For
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KDFX Algorithm Specifications
an almost reverse reverberation, set Build Env to 100%. You can think of Build Env as
setting the position of a see-saw. The left end of the see-saw represents the driving of the
reverberation at the earliest time, the pivot point as driving the reverberation at mid-point
in the time sequence, and the right end as the last signal to drive the reverberator. At
settings near 0%, the see-saw is tilted down on the right: the reverberation starts abruptly
and the drive drops with time. Near 50%, the see-saw is level and the reverberation is
repetitively fed during the entire build time. At settings near 100%, the see-saw is tilted
down on the left, so that the reverberation is hit softly at Þrst, and then at increasing level
until the end of the build time.
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13 Stereo Hall
A stereo hall reverberation algorithm.
PAUs:3
The Stereo Hall reverberation is implemented using a special arrangement of all pass networks and delay
lines which reduces coloration and increases density. The reverberator is inherently stereo with each input
injected into the "room" at multiple locations. To shorten the decay time of low and high frequencies
relative to mid frequencies, bass equalizers and low pass Þlters, controlled by Bass Gain and by HF
Damping, are placed within the network. Room Size scales all the delay times of the network (but not the
Pre Dly or Build Time), to change the simulated room dimension over a range of 10 to 75m. Decay Time
varies the feedback gains to achieve decay times from 0.5 to 100 seconds. The Room Size and Decay Time
controls are interlocked so that a chosen Decay Time will be maintained while Room Size is varied. At
smaller sizes, the reverb becomes quite colored and is useful only for special effects. A two input stereo
mixer, controlled by Wet/Dry and Out Gain, feeds the output. The Lowpass control acts only on the wet
signal and can be used to smooth out the reverb high end without modifying the reverb decay time at high
frequencies.
Dry
L Input
R Input
PreDelay
PreDelay
Reverb
Dry
Wet
Out Gain
L Output
R Output
Figure 10-5Simplified block diagram of Stereo Hall.
Within the reverberator, certain delays can be put into a time varying motion to break up patterns and to
increase density in the reverb tail. Using the LFO Rate and Depth controls carefully with longer decay
times can be beneÞcial. But beware of the pitch shifting artifacts which can accompany randomization
when it is used in greater amounts. Also within the reverberator, the Diffusion control can reduce the
diffusion provided by some all pass networks. While the reverb will eventually reach full diffusion
regardless of the Diffusion setting, the early reverb diffusion can be reduced, which sometimes is useful to
help keep the dry signal "in the clear".
The reverberator structure is stereo and requires that the dry source be applied to both left and right
inputs. If the source is mono, it should still be applied (pan centered) to both left and right inputs. Failure
to drive both inputs will result in offset initial reverb images and later ping-ponging of the reverberation.
Driving only one input will also increase the time required to build up reverb density.
To gain control over the growth of reverberation, the left and right inputs each are passed through an
"injector" that can extend the source before it drives the reverberator. Only when Build Env is set to 0% is
the reverberator driven in pure stereo by the pure dry signal. For settings of Build Env greater than 0%, the
reverberator is fed multiple times. Build Env controls the injector so that the reverberation begins abruptly
(0%), builds immediately to a sustained level (50%), or builds gradually to a maximum (100%). Build Time
10-21
KDFX Reference
KDFX Algorithm Specifications
varies the injection length over a range of 0 to 500ms. At a Build Time of 0ms, there is no extension of the
build time. In this case, the Build Env control adjusts the density of the reverberation, with maximum
density at a setting of 50%. In addition to the two build controls, there is an overall Pre Dly control that can
delay the entire reverberation process by up to 500ms.
Parameters
Page 1
Wet/Dry0 to 100%wetOut GainOff, -79.0 to 24.0 dB
Room Size2.0 to 15.0 mDiffusion0 to 100%
Pre Dly0 to 500 msDecay Time0.5 to 100.0 ms
HF Damping16 to 25088 Hz
Page 2
Bass Gain-15 to 0 dBBuild Time0 to 500 ms
Lowpass16 to 25088 HzBuild Env0 to 100%
LFO Rate0.00 to 5.10 Hz
LFO Depth0.00 to 10.20 ct
Wet/DryThe amount of the stereo reverberator (wet) signal relative to the original input
(dry) signal to be output. The dry signal is not affected by the HF Roll control.
The wet signal is affected by the HF Roll control and by all the other
reverberator controls. The balance between wet and dry signals is an extremely
important factor in achieving a good mix. Emphasizing the wet signal gives the
effect of more reverberation and of greater distance from the source.
Out GainThe overall output level for the reverberation effect, and controls the level for
both the wet and dry signal paths.
Decay TimeThe reverberation decay time (mid-band "RT60"), the time required before the
reverberation has died away to 60dB below its "running" level. Adjust decay
time according to the tempo and articulation of the music and to taste.
HF DampingAdjusts low pass Þlters in the reverberator so that high frequencies die away
more quickly than mid and low frequencies. This shapes the reverberation for a
more natural, more acoustically accurate sound.
Bass GainAdjusts bass equalizers in the reverberator so that low frequencies die away
more quickly than mid and high frequencies. This can be used to make the
reverberation less muddy.
LowpassUsed to shape the overall reverberation signal's treble content, but does not
modify the decay time. Reduce the treble for a softer, more acoustic sound.
Room SizeChoosing an appropriate room size is very important in getting a good
reverberation effect. For impulsive sources, such as percussion instruments or
plucked strings, increase the size setting until discrete early reßections become
audible, and then back it off slightly. For slower, softer music, use the largest
size possible. At lower settings, RoomSize leads to coloration, especially if the
DecayTime is set too high.
10-22
KDFX Reference
KDFX Algorithm Specifications
Pre DlyIntroducing predelay creates a gap of silence between that allows the dry signal
to stand out with greater clarity and intelligibility against the reverberant
background. This is especially helpful with vocal or classical music.
Build TimeSimilar to predelay, but more complex, larger values of BuildTime slow down
the building up of reverberation and can extend the build up process.
Experiment with BuildTime and BuildEnv and use them to optimize the early
details of reverberation. A BuildTime of 0ms and a BuildEnv of 0% is a good
default setting that yields fast arriving, natural reverberation.
Build EnvWhen BuildTime has been set to greater than about 80ms, BuildEnv begins to
have an audible inßuence on the early unfolding of the reverberation process.
For lower density reverberation that starts cleanly and impulsively, use a
setting of 0%. For the highest density reverberation, and for extension of the
build up period, use a setting of 50%. For an almost reverse reverberation, set
BuildEnv to 100%. You can think of BuildEnv as setting the position of a seesaw. The left end of the see-saw represents the driving of the reverberation at
the earliest time, the pivot point as driving the reverberation at mid-point in the
time sequence, and the right end as the last signal to drive the reverberator. At
settings near 0%, the see-saw is tilted down on the right: the reverberation starts
abruptly and the drive drops with time. Near 50%, the see-saw is level and the
reverberation is repetitively fed during the entire build time. At settings near
100%, the see-saw is tilted down on the left, so that the reverberation is hit softly
at Þrst, and then at increasing level until the end of the build time.
LFO Rate and DepthWithin the reverberator, the certain delay values can be put into a time varying
motion to break up patterns and to increase density in the reverb tail. Using the
LFO Rate and Depth controls carefully with longer decay times can be
beneÞcial. But beware of the pitch shifting artifacts which can accompany
randomization when it is used in greater amounts.
DiffusionWithin the reverberator, the Diffusion control can reduce the diffusion provided
some of the all pass networks. While the reverb will eventually reach full
diffusion regardless of the Diffusion setting, the early reverb diffusion can be
reduced, which sometimes is useful to help keep the dry signal "in the clear."
10-23
KDFX Reference
KDFX Algorithm Specifications
14 Grand Plate
A plate reverberation algorithm.
PAUs:3
This algorithm emulates an EMT 140 steel plate reverberator. Plate reverberators were manufactured
during the 1950's, 1960's, 1970's, and perhaps into the 1980's. By the end of the 1980's, they had been
supplanted in the marketplace by digital reverbertors, which Þrst appeared in 1976. While a handful of
companies made plate reverberators, EMT (Germany) was the best known and most popular.
A plate reverberator is generally quite heavy and large, perhaps 4 feet high by 7 feet long and a foot thick.
They were only slightly adjustable, with controls for high frequency damping and decay time. Some were
stereo in, stereo out, others mono in, mono out.
A plate reverb begins with a sheet of plate steel suspended by its edges, leaving the plate free to vibrate. At
one (or two) points on the plate, an electromagnetic driver (sort of a small loudspeaker without a cone) is
arranged to couple the dry signal into the plate, sending out sound vibrations into the plate in all
directions. At one or two other locations, a pickup is placed, sort of like a dynamic microphone whose
diaphragm is the plate itself, to pick up the reverberation.
Since the sound waves travel very rapidly in steel (faster than they do in air), and since the dimensions of
the plate are not large, the sound quickly reaches the plate edges and reßects from them. This results in a
very rapid build up of the reverberation, essentially free of early reßections and with no distinguishable
gap before the onset of reverb.
Plates offered a wonderful sound of their own, easily distinguished from other reverberators in the predigital reverb era, such as springs or actual "echo" chambers. Plates were bright and diffused (built up
echo density) rapidly. Curiously, when we listen to a vintage plate today, we Þnd that the much vaunted
brightness is nothing like what we can accomplish digitally; we actually have to deliberately reduce the
brightness of a plate emulation to match the sound of a real plate. Similarly, we Þnd that we must throttle
back on the low frequency content as well.
The algorithm developed for Grand Plate was carefully crafted for rapid diffusion, low coloration,
freedom from discrete early reßections, and "brightness." We also added some controls that were never
present in real plates: size, pre delay of up to 500ms, LF damping, low pass roll off, and bass roll off.
Furthermore, we allow a wider range of decay time adjustment than a conventional plate. Once the
algorithm was complete, we tuned it by presenting the original EMT reverb on one channel and the Grand
Plate emulation on the other. A lengthy and careful tuning of Grand Plate (tuning at the micro detail level
of each delay and gain in the algorithm) was carried out until the stereo spread of this reverb was matched
in all the time periods--early, middle, and late.
The heart of this reverb is the plate simulation network, with its two inputs and two outputs. It is a full
stereo reverberation network, which means that the left and right inputs get slightly different treatment in
the reverberator. This yields a richer, more natural stereo image from stereo sources. If you have a mono
source, assign it to both inputs for best results.
The incoming left source is passed through predelay, low pass (Lowpass), and bass shelf (Bass Gain)
blocks. The right source is treated similarly.
There are low pass Þlters (HF Damping) and high pass Þlters (LF Damping) embedded in the plate
simulation network to modify the decay times. The reverb network also accomodates the Room Size and
Decay Time controls.
10-24
An output mixer assembles dry and wet signals.
KDFX Reference
KDFX Algorithm Specifications
Parameters
Page 1
Wet/Dry0 to 100%wetOut GainOff, -79.0 to 24.0 dB
Room Size1.00 to 4.00 m
Pre Dly0 to 500 msDecay Time0.2 to 5.0 s
HF Damping16 to 25088 HzLF Damping1 to 294 Hz
Page 2
Lowpass16 to 25088 HzBass Gain-15 to 0 dB
Wet/DryThe amount of the stereo reverberator (wet) signal relative to the original input (dry)
signal sent to the output. The dry signal is not affected by the Lowpass or Bass Gain
controls. The wet signal is affected by the Lowpass and Bass Gain controls and by all the
other reverberator controls. The balance between wet and dry signals is an extremely
important factor in achieving a good mix. Emphasizing the wet signal gives the effect of
more reverberation and of greater distance from the source.
Out GainThe overall output level for the reverberation effect and controls the level for both the wet
and dry signal paths.
Room SizeChoosing an appropriate room size is very important in getting a good reverberation
effect. For impulsive sources, such as percussion instruments or plucked strings, increase
the size setting until discrete reßections become audible, and then back it off slightly. For
slower, softer music, use the largest size possible. At lower settings, Room Size leads to
coloration, especially if the Decay Time is set too high. To emulate a plate reverb, this
control is typically set to 1.9m.
Pre DlyIntroducing predelay creates a gap of silence between the dry sound and the
reverberation, allowing the dry signal to stand out with greater clarity and intelligibility
against the reverberant background. Especially helpful with vocals or classical music.
Decay TimeThe reverberation decay time (mid-band "RT60"), the time required before the
reverberation has died away to 60dB below its "running" level. Adjust decay time
according to the tempo and articulation of the music. To emulate a plate reverb, this
control is typically set in the range of 1 to 5 seconds.
HF DampingAdjusts low pass Þlters in the reverberator so that high frequencies die away more quickly
than mid and low frequencies. This shapes the reverberation for a more natural, more
acoustically accurate sound. To emulate a plate reverb, a typical value is 5920Hz.
LF DampingAdjusts high pass Þlters in the reverberator so that low frequencies die away more quickly
than mid and high frequencies. This shapes the reverberation for a more natural, more
acoustically accurate sound. To emulate a plate reverb, this control is typically set to 52
Hz.
LowpassShapes the overall reverberation signal's treble content, but does not modify the decay
time. Reduce the treble for a duller, more natural acoustic effect. To emulate a plate reverb,
this control is typically set to 3951Hz.
Bass GainShapes the overall reverberation signal's bass content, but does not modify the decay time.
Reduce the bass for a less muddy sound. To emulate a plate reverb, this control is typically
set to -12dB.
10-25
KDFX Reference
KDFX Algorithm Specifications
15 Finite V erb
Reverse reverberation algorithm.
PAUs:3
The left and right sources are summed before being fed into a tapped delay line which directly simulates
the impulse response of a reverberator. The taps are placed in sequence from zero delay to a maximum
delay value, at quasi-regular spacings. By varying the coefÞcients with which these taps are summed, one
can create the effect of a normal rapidly building/slowly decaying reverb or a reverse reverb which builds
slowly then stops abruptly.
A special tap is picked off the tapped delay line and its length is controlled by Dly Length. It can be
summed into the output wet mix (Dly Lvl) to serve as the simulated dry source that occurs after the
reverse reverb sequence has built up and ended. It can also be fed back for special effects. Fdbk Lvl and HF
Damping tailor the gain and spectrum of the feedback signal. Despite the complex reverb-like sound of the
tapped delay line, the Feedback tap is a pure delay. Feeding it back is like reapplying the source, as in a
simple tape echo.
Dly Length and Rvb Length range from 300 to 3000 milliseconds. With the R1 Rvb Env variants, Rvb
Length corresponds to a decay time (RT60).
To make things a little more interesting, the tapped delay line mixer is actually broken into three mixers,
an early, middle, and late mixer. Each mixes its share of taps and then applies the submix to a low pass
Þlter (cut only) and a simple bass control (boost and cut). Finally, the three equalized sub mixes are mixed
into one signal. The Bass and Damp controls allow special effects such as a reverb that begins dull and
increases in two steps to a brighter sound.
The Rvb Env control selects 27 cases of envelope gains for the taps. Nine cases emulate a normal forward
evolving reverb, but with some special twists. Cases FWD R1xx have a single reverb peak, with a fast
attack and slower decay. The sub cases FWD R1Sx vary the sharpness of the envelope, from dullest (S1) to
sharpest (S3). The sub cases FWD R2xx have two peaks; that is, the reverb builds, decays, builds again, and
decays again. The sub cases FWD R3xx have three peaks.
The sub cases SYM have a symmetrical build and decay time. The cases R1 build to a single peak, while R2
and R3 have two and three peaks, respectively.
The sub cases REV simulate a reverse reverb effect. REV R1xx imitates a backward running reverb, with a
long rising "tail" ending abruptly (followed, optionally, by the "dry" source mixed by Dly Lvl). Once again,
the number of peaks and the sharpness are variable.
The usual Wet/Dry and Output Gain controls are provided.
Parameters
Page 1
Wet/Dry0 to 100%wetOut GainOff, -79.0 to 24.0 dB
Fdbk Lvl0 to 100%
HF Damping16 to 25088 Hz
Page 2
10-26
Dly Lvl0 to 100%Rvb EnvREV R1S1
Dly Length300 to 3000 msRvb Length300 to 3000 ms
KDFX Reference
KDFX Algorithm Specifications
Page 3
Early Bass-15 to 15 dBEarly Damp16 to 25088 Hz
Mid Bass-15 to 15 dBMid Damp16 to 25088 Hz
Late Bass-15 to 15 dBLate Damp16 to 25088 Hz
Wet/DryWet/Dry sets the relative amount of wet signal and dry signal. The wet signal
consistts of the reverb itself (stereo) and the delayed mono signal arriving after
the reverb has ended (simulating the dry source in the reverse reverb sequence).
The amount of the delayed signal mixed to the Wet signal is separately
adjustable with the Dly Lvl control. The Dry signal is the stereo input signal.
Out GainThis controls the level of the output mix, wet and dry, sent back into the K2600.
Fdbk LvlThis controls the feedback gain of the separate, (mono) delay tap. A high value
contributes a long repeating echo character to the reverb sound.
HF DampingHF Damping adjusts a low pass Þlter in the late delay tap feedback path so that
high frequencies die away more quickly than mid and low frequencies.
Dly LvlThis adjusts the level of the separate, (mono) delay tap used to simulate the dry
source of a reverse reverb effect. This same tap is used for feedback.
Dly LengthSets the length (in milliseconds), of the separate, (mono) delay tap used to
simulate the dry source of a reverse reverb effect. This same tap is used for
feedback.
Rvb EnvThe Rvb Env control selects 27 cases of envelope gains for the taps. Nine cases
emulate a normal forward evolving reverb, another nine emulate a reverb
building symmetrically to a peak at the mid point, while the last nine cases
emulate a reverse building reverb. For each major shape, there are three
variants of one, two, and three repetitions and three variants of envelope
sharpness.
Rvb LengthSets the length (in milliseconds), from start to Þnish, of the reverberation
process. This parameter is essentially the decay time or RT60 for the Rvb Env
cases ..R1.. where there is only one repetition.
BassEarly, Mid, and Late. These bass controls shape the frequency response (boost
or cut) of the three periods of the Þnite reverb sequence. Use them to tailor the
way the reverb bass content changes with time.
DampEarly, Mid, and Late. These treble controls shape the frequency response (cut
only) of the three periods of the Þnite reverb sequence. Use them to tailor the
way the reverb treble content changes with time.
10-27
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KDFX Algorithm Specifications
130 Complex Echo
Multitap delay line effect consisting of 6 independent output taps and 4 independent feedback taps
PAUs:1
Complex Echo is an elaborate delay line with 3 independent output taps per channel, 2 independent
feedback taps per channel, equal power output tap panning, feedback diffuser, and high frequency
damping. Each channel has three ouptut taps which can each be delayed up to 2600ms (2.6 sec) then
panned at the output. Feedback taps can also be delayed up to 2600ms, but both feedback channels do
slightly different things. Feedback line 1 feeds the signal back to the delay input of the same channel, while
feedback line 2 feeds the signal back to the opposite channel. Feedback line 2 may also be referred to as a
Òping-pongÓ feedback. Relative levels for each feedback line can be set with the ÒFB2/FB1>FBÓ control
where 0% only allows FB1 to be used, and 100% only allows FB2 to be used.
The diffuser sits at the beginning of the delay line, and consists of three controls. Separate left and right
Diff Dly parameters control the length that a signal is smeared from 0 to 100ms as it passes through these
diffusers. Diff Amt adjusts the smearing intensity. Short diffuser delays can diffuse the sound while large
delays can drastically alter the spectral ßavor. Setting all three diffuser parameters to 0 disables the
diffuser.
10-28
KDFX Reference
KDFX Algorithm Specifications
Also at the input to the delays are 1 pole (6dB/oct) lopass Þlters controlled by the HF Damping parameter.
L Tap Levels
Pan
Pan
L Input
Pan
Diffuser
Blend
FeedbackFB2/FB1 > FB
Blend
Diffuser
Delay
FB1FB2
Delay
R Input
Figure 10-6Signal flow of Complex Echo
L Output
Out Gains
R Output
FB2FB1
Pan
Pan
Pan
R Tap Levels
Parameters
Page 1
Wet/Dry0 to 100 %wetOut GainOff, -79.0 to 24.0 dB
Feedback0 to 100 %L Diff Dly0 to 100 ms
FB2/FB1>FB0 to 100 %R Diff Dly0 to 100 ms
HF Damping16 to 25088 HzDiff Amt0 to 100 %
Page 2
L Fdbk1 Dly0 to 2600 msR Fdbk1 Dly0 to 2600 ms
L Fdbk2 Dly0 to 2600 msR Fdbk2 Dly0 to 2600 ms
10-29
KDFX Reference
KDFX Algorithm Specifications
L Tap1 Dly0 to 2600 msR Tap1 Dly0 to 2600 ms
L Tap2 Dly0 to 2600 msR Tap2 Dly0 to 2600 ms
L Tap3 Dly0 to 2600 msR Tap3 Dly0 to 2600 ms
Page 3
L Tap1 Lvl0 to 100 %R Tap1 Lvl0 to 100 %
L Tap2 Lvl0 to 100 %R Tap2 Lvl0 to 100 %
L Tap3 Lvl0 to 100 %R Tap3 Lvl0 to 100 %
Page 4
L Tap1 Pan-100 to 100 %R Tap1 Pan-100 to 100 %
L Tap2 Pan-100 to 100 %R Tap2 Pan-100 to 100 %
L Tap3 Pan-100 to 100 %R Tap3 Pan-100 to 100 %
Wet/DryThe relative amount of input signal and effected signal that is to appear in the Þnal effect
output mix. When set to 0%, the output is taken only from the input (dry). When set to
100%, the output is all wet.
Out GainThe overall gain or amplitude at the output of the effect.
FeedbackThe amplitude of the feedback tap(s) fed back to the beginning of the delay.
FB2 / FB1>FB Balance control between feedback line 1 and line 2. 0% turns off feedback line 2 only
allowing use of feedback line 1. 50% is an even mix of both lines, and 100% turns off line 1.
HF DampingThe amount of high frequency content of the signal to the input of the delay. This control
determines the cutoff frequency of the one-pole (-6dB/octave) lowpass Þlters.
Diff DlyLeft and Right. Adjusts delay length of the diffusers.
Diff Amt Adjusts the diffuser intensity.
L Fdbk1 DlyAdjusts the delay length of the left channelÕs feedback tap fed back to the left channelÕs
delay input.
L Fdbk2 DlyAdjusts the delay length of the left channelÕs feedback tap fed back to the right channelÕs
delay input.
R Fdbk1 DlyAdjusts the delay length of the right channelÕs feedback tap fed back to the right channelÕs
delay input.
R Fdbk2 DlyAdjusts the delay length of the right channelÕs feedback tap fed back to the left channelÕs
delay input.
Ta p n DlyLeft and Right. Adjusts the delay length of the left and right channelÕs three output taps.
Ta p n LvlLeft and Right. Adjusts the listening level of the left and right channelÕs three output taps.
10-30
Ta p n PanLeft and Right. Adjusts the equal power pan position of the left and right channelÕs three
output taps. 0% is center pan, negative values pan to left, and positive values pan to the
right.
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