Pinnacle Systems Pro Tools LE - 7.4 User Manual

Digidesign® Plug-ins
Version 7.4
Legal Notices
This guide is copyrighted ©2007 by Digidesign, a division of Avid Technology, Inc. (hereafter “Digidesign”), with all rights reserved. Under copyright laws, this guide may not be duplicated in whole or in part without the written consent of Digidesign.
003, 003 Rack, 96 I/O, 96i I/O, 192 Digital I/O, 192 I/O, 888|24 I/O, 882|20 I/O, 1622 I/O, 24-Bit ADAT Bridge I/O, AudioSuite, Avid, Avid DNA, Avid Mojo, Avid Unity, Avid Unity ISIS, Avid Unity MediaNetwork, Avid Xpress, AVoption, AVoption|V10, Beat Detective, Bruno, Command|8, Control|24, D-Command, D-Control, D-Fi, D-fx, D-Show, DAE, Digi 002, Digi 002 Rack, DigiBase, DigiDelivery, Digidesign, Digidesign Audio Engine, Digidesign Intelligent Noise Reduction, Digidesign TDM Bus, DigiDrive, DigiRack, DigiTest, DigiTranslator, DINR, DV Toolkit, EditPack, Impact, Interplay, M-Audio, MachineControl, Maxim, Mbox, MediaComposer, MIDI I/O, MIX, MultiShell, OMF, OMF Interchange, PRE, ProControl, Pro Tools M-Powered, Pro Tools, Pro Tools|HD, Pro Tools LE, QuickPunch, Reel Tape, Reso, Reverb One, ReVibe, RTAS, Smack!, SoundReplacer, Sound Designer II, Strike, Structure, SYNC HD, SYNC I/O, Synchronic, TL Space, Velvet, and X-Form are trademarks or registered trademarks of Digidesign and/or Avid Technology, Inc. All other trademarks are the property of their respective owners.
Product features, specifications, system requirements, and availability are subject to change without notice.
PN 9329-56817-00 REV A 07/07
Comments or suggestions regarding our documentation? email: techpubs@digidesign.com

contents

Chapter 1. Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1
Contents of the Boxed Version of Your Plug-in . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1
System Requirements . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2
Registering Your Plug-ins . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2
Working with Plug-ins . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2
Conventions Used in This Guide . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3
About www.digidesign.com . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3
Chapter 2. Installation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5
Installing Plug-ins . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5
Authorizing Plug-ins. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6
Uninstalling Plug-ins . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7
Chapter 3. Adjusting Plug-in Controls. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
Adjusting Plug-in Controls . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
Chapter 4. Bruno and Reso . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11
DSP Requirements . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12
Inserting Bruno/Reso onto an Audio Track. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12
Playing Bruno/Reso. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13
Using an External Key Input for Side-Chain Processing . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14
Bruno Controls . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15
Reso Controls . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20
Contents iii
Chapter 5. D-Fi. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 27
Lo-Fi . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 28
Sci-Fi. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 30
Recti-Fi . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 32
Vari-Fi . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 34
D-Fi Demo Session . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 35
Chapter 6. DINR . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 39
Broadband Noise Reduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 39
Broadband Noise Reduction Controls . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 41
Using Broadband Noise Reduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 45
Using BNR AudioSuite. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 48
Chapter 7. Impact . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 51
Impact Parameters. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 52
Using a Key Input for External Side-Chain Processing . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 55
Chapter 8. Maxim . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 57
About Peak Limiting . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 58
Maxim Controls and Meters. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 59
Using Maxim . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 62
Chapter 9. Reverb One. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 63
A Reverb Overview . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 63
Reverb One Controls . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 64
Chapter 10. ReVibe . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 73
Reverberation Concepts . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 74
Using ReVibe . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 75
Adjusting ReVibe Parameters . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 76
ReVibe Controls . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 77
ReVibe Room Types . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 89
Digidesign Plug-ins Guideiv
Chapter 11. Smack! . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 93
Using the Smack! Compressor/Limiter . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 94
Smack! Parameters. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 95
Using the Side-Chain Input in Smack! . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 99
Chapter 12. SoundReplacer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 101
Audio Replacement Techniques . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 101
SoundReplacer Controls. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 102
Using SoundReplacer. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 106
Getting Optimum Results with SoundReplacer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 107
Using the Audio Files Folder for Frequently Used Replacement Files. . . . . . . . . . . . . . . . . . . 109
Chapter 13. X-Form Plug-in Parameters . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 111
X-Form . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 111
Appendix A. DSP Requirements for TDM Plug-ins . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 119
DSP Requirements . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 120
Appendix B. DSP Delays Incurred by TDM Plug-ins . . . . . . . . . . . . . . . . . . . . . . . . . . . . 125
Index . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 127
Contents v
Digidesign Plug-ins Guidevi
chapter 1

Introduction

Digidesign® plug-ins provide a comprehensive set of digital signal processing tools for profes­sional audio production.

Contents of the Boxed Version of Your Plug-in

This guide explains the use of each of the plug­ins currently available from Digidesign.
These plug-ins include:
•Bruno
• D-Fi™ creative sound design plug-ins
• DINR™ intelligent noise reduction
•Impact™
•Maxim™
• Reverb One™
• ReVibe™
•Smack!™
• SoundReplacer™
• X-Form™ high-quality time compression
®
ment plug-in
and expansion plug-in
References to Pro Tools LE™ in this guide are usually interchangeable with Pro Tools M-Powered™, except as noted in the Pro Tools M-Powered Getting Started Guide.
®
& Reso
cross-synthesis plug-ins
peak limiter/sound maximizer
drum and sound replace-
Boxed versions of plug-ins contains the follow­ing components:
• Installation disc
• One of the following authorization cards for authorizing plug-ins with an iLok USB Smart Key (not supplied):
• Activation Card with an Activation Code
– or –
•License Card
Chapter 1: Introduction 1

System Requirements

Registering Your Plug-ins

To use Digidesign plug-ins, you need the follow­ing:
• An iLok USB Smart Key
• An iLok.com account for managing iLok li­censes
• One of the following:
• A Digidesign-qualified Pro Tools|HD tem or Pro Tools LE system.
• A Digidesign-qualified Pro Tools system and a third-party software application that supports the Digidesign TDM, RTAS AudioSuite™ plug-in standards.
• A qualified Avid Avid Xpress DV, or Avid DNA dioSuite only)
• A Digidesign-qualified VENUE system (TDM only)
• DVD drive for Installation disc (boxed version of plug-in only)
• Internet access for software activation and registration purposes
For complete system requirements visit the Digi­design website (www.digidesign.com).
®
Xpress®,
®
sys-
®
, or
®
system (Au-
Compatibility Information
Digidesign can only assure compatibility and provide support for hardware and software it has tested and approved.
If you purchased a download version of a plug­in from the Digi-Store (www.digidesign.com), you were automatically registered.
If you purchased a boxed version of a plug-in, you will be automatically registered when you authorize your plug-in (see “Authorizing Plug­ins” on page 6).
Registered users receive periodic software up­date and upgrade notices.
Please refer to the Digidesign website (www.digidesign.com) for information on tech­nical support.

Working with Plug-ins

Besides the information provided in this guide, refer to the DigiRack Plug-ins Guide for general information on working with plug-ins, includ­ing:
• Inserting Plug-ins on Tracks
• Clip Indicators
• The Plug-in Window
• Adjusting Parameters
• Automating Plug-ins
• Using the Librarian
For a list of Digidesign-qualified computers, operating systems, hard drives, and third-party devices, visit the Digidesign website (www.digidesign.com).
Digidesign Plug-ins Guide2

Conventions Used in This Guide

All Digidesign guides use the following conven­tions to indicate menu choices and key com­mands:
:
Convention Action
File > Save Choose Save from the
File menu
Control+N Hold down the Control
Control-click Hold down the Control
Right-click Click with the right
The following symbols are used to highlight im­portant information:
User Tips are helpful hints for getting the most from your Pro Tools system.
Important Notices include information that could affect your Pro Tools session data or the performance of your Pro Tools system.
key and press the N key
key and click the mouse button
mouse button

About www.digidesign.com

The Digidesign website (www.digidesign.com) is your best online source for information to help you get the most out of your Pro Tools system. The following are just a few of the services and features available.
Product Registration Register your purchase on­line.
Support and Downloads Contact Digidesign Technical Support or Customer Service; down­load software updates and the latest online manuals; browse the Compatibility documents for system requirements; search the online An­swerbase or join the worldwide Pro Tools com­munity on the Digidesign User Conference.
Training and Education Study on your own using courses available online or find out how you can learn in a classroom setting at a certified Pro Tools training center.
Products and Developers Learn about Digidesign products; download demo software or learn about our Development Partners and their plug­ins, applications, and hardware.
News and Events Get the latest news from Digidesign or sign up for a Pro Tools demo.
Shortcuts show you useful keyboard or mouse shortcuts.
Cross References point to related sections in this guide and other Digidesign guides.
To learn more about these and other resources available from Digidesign, visit the Digidesign website (www.digidesign.com).
Chapter 1: Introduction 3
Digidesign Plug-ins Guide4
chapter 2

Installation

Installing Plug-ins

Installers for your plug-ins can be downloaded from the DigiStore (www.digidesign.com) or can be found on the plug-in installer disc (in­cluded with boxed versions of plug-ins).
An installer may also be available on a Pro Tools installer disc or on a software bundle installer disc.
Installation steps are essentially the same, re­gardless of the package, system, or bundle.

Updating Older Plug-ins

Because the Digidesign Plug-in installers con­tain the latest versions of the Digidesign plug­ins, use them to update any plug-ins you already own.
Be sure to use the most recent versions of Digidesign plug-ins available from the Digidesign website (www.digidesign.com).

Installation

To install a plug-in:
1 Do one of the following:
• Download the installer for your computer platform from the Digidesign website (www.digidesign.com). After downloading, make sure the installer is uncompressed (.ZIP on Windows or .SIT on Mac).
– or –
• Insert the Installer disc into your computer.
2 Double-click the plug-in installer application.
3 Follow the on-screen instructions to complete
the installation.
4 When installation is complete, click Finish
(Windows) or Quit (Mac).
When you open Pro Tools, you are prompted to authorize your new plug-in.
Chapter 2: Installation 5

Authorizing Plug-ins

Digidesign plug-ins are authorized using the iLok USB Smart Key (iLok), manufactured by PACE Anti-Piracy, Inc.
iLok USB Smart Key
The iLok is similar to a dongle, but unlike a don­gle, it is designed to securely authorize multiple software applications from a variety of software developers.
This key can hold over 100 licenses for all of your iLok-enabled software. Once an iLok is au­thorized for a given piece of software, you can use the iLok to authorize that software on any computer.
The iLok USB Smart Key is not supplied with your plug-in or software option. You can use the one included with certain Pro Tools systems (such as Pro Tools|HD­series systems), or purchase one separately.

Authorizing Download Versions of Plug-ins

If you purchased a download version of a plug­in from the DigiStore (www.digidesign.com), authorize the plug-in by downloading licenses from iLok.com to an iLok.
See the
iLok Usage Guide for details, or visit
the iLok website (www.iLok.com).

Authorizing Boxed Versions of Plug-ins

If you purchased a boxed version of a plug-in, it comes with either an Activation Code (on the included Activation Card) or an iLok License card:
• To authorize plug-ins using an Activation Code, see “Authorizing Plug-ins Using an Ac­tivation Code” on page 6.
• To authorize plug-ins using an iLok License Card, see “Authorizing Plug-ins Using a Li­cense Card” on page 7.
Authorizing Plug-ins Using an Activation Code
To authorize a plug-in using an Activation Code:
1 If you do not have an existing iLok.com ac-
count, visit www.iLok.com and sign up for an iLok.com account.
2 Transfer the license for your plug-in to your
iLok.com account by doing the following:
• Visit http://secure.digidesign.com/ activation.
• Input your Activation Code (listed on your Activation Card) and your iLok.com User ID. Your iLok.com User ID is the name you create for your iLok.com account.
3 Transfer the licenses from your iLok.com ac-
count to your iLok USB Smart Key by doing the following:
• Insert the iLok into an available USB port on your computer.
• Go to www.iLok.com and log in.
• Follow the on-screen instructions for trans­ferring your licences to your iLok.
For information about iLok technology and licenses, see the electronic PDF of the iLok Usage Guide.
Digidesign Plug-ins Guide6
4 Launch Pro Tools.
5 If you have any installed unauthorized plug-
ins or software options, you are prompted to au­thorize them. Follow the on-screen instructions to complete the authorization process.

Authorizing Plug-ins Using a License Card

License Cards are specific to each plug-in or soft­ware option. You will receive the appropriate Li­cense Cards for the plug-ins that you purchase. License Cards have a small punch-out plastic chip called a GSM cutout.
The authorization steps in this section must be repeated for purchased plug-in.
For additional information about iLok tech­nology and authorizations, see the elec­tronic PDF of the iLok Usage Guide.
To authorize a plug-in using a License Card:
1 Insert the iLok into an available USB port on
your computer.
2 Launch Pro Tools. You are prompted to autho-
rize any installed unauthorized plug-ins or soft­ware options.
If you are already using a demo version of the plug-in or software option, launch Pro Tools before you insert the iLok, then in­sert the iLok into any available USB port when prompted by Pro Tools.
3 Follow the on-screen instructions until you
are prompted to insert the License Card into the iLok.
4 Separate the GSM cutout from the larger pro-
tective card by pulling it up and out with your thumb. Do not force the cutout down with your finger.
5 Insert the GSM cutout into the iLok. Visually
verify that the metal portion of the cutout makes contact with the iLok’s metal card reader.
iLok with License Card
6 Follow the on-screen instructions to complete
the authorization process for each plug-in.
7 After the authorization has completed, re-
move the GSM cutout from the iLok. (If you have to remove the iLok from the computer to remove the cutout, be sure to re-insert the iLok in any available USB port on your computer when you are finished.)

Uninstalling Plug-ins

If you need to uninstall a plug-in from your sys­tem, follow the instructions below for your computer platform.

Windows Vista

To remove a plug-in:
1 Choose > Control Panel.
2 Under Programs, click “Uninstall a Program.
3 Select the plug-in from the list of installed ap-
plications.
4 Click Uninstall.
5 Follow the on-screen instructions to remove
the plug-in.
Chapter 2: Installation 7

Windows XP

Mac OS X

To remove a plug-in:
1 Choose Start Control Panel.
2 Double-click Add or Remove Programs.
3 Select the plug-in from the list of installed ap-
plications.
4 Click the Remove button.
5 Follow the on-screen instructions to remove
the plug-in.
To remove a plug-in:
1 Locate and open the Plug-ins folder on your
Startup drive (Library/Application Support/ Digidesign/Plug-ins).
2 Do one of the following:
• Drag the plug-in to the Trash and empty the Trash.
– or –
• Drag the plug-in to the Plug-ins (Unused) folder.
Digidesign Plug-ins Guide8
chapter 3

Adjusting Plug-in Controls

Adjusting Plug-in Controls

You can adjust plug-in controls by dragging the control’s slider or knob, or by typing a value into the control’s text box. Additionally, some plug-ins have switches that can be enabled by clicking on them.
To adjust a plug-in control:
1 Begin audio playback so that you can hear the
control changes in real time.
2 Adjust the controls of the plug-in for the effect
you want. Refer to “Adjusting Controls Using a Mouse” on page 9 and “Editing Parameters Us­ing a Computer Keyboard” on page 10.
Closing the plug-in will save the most recent changes.

Adjusting Controls Using a Mouse

You can adjust rotary controls by dragging hor­izontally or vertically. Parameter values increase as you drag upward or to the right, and decrease as you drag downward or to the left.
Keyboard Shortcuts
For finer adjustments, Control-drag (Win-
dows) or Command-drag (Mac) the control.
To return a control to its default value, Alt-
click (Windows) or Option-click (Mac) the con­trol.
Chapter 3: Adjusting Plug-in Controls 9

Editing Parameters Using a Computer Keyboard

Editing Parameters Using a Scroll Wheel

Some controls have text boxes that display the current value of the parameter. You can edit the numeric value of a parameter with your com­puter keyboard.
If multiple Plug-in windows are open, Tab and keyboard entry remain focused on the plug-in that is the target window.
To change control values with a computer keyboard:
1 Click the text box corresponding to the con-
trol that you want to adjust.
2 Change the value.
• To increase a value, press the Up Arrow on your keyboard. To decrease a value, press the Down Arrow on your keyboard.
– or –
• Type the value.
In fields that support values in kilohertz, typing “k” after a number value will multi­ply the value by 1,000. For example, type “8k” to enter a value of 8,000.
Some controls have text boxes that display the current value of the parameter. You can edit the numeric value of a parameter using a scroll wheel.
To change control values using a scroll wheel:
1 Click the text box corresponding to the con-
trol that you want to adjust.
2 To increase a value, scroll up with the scroll
wheel. To decrease a value, scroll down with the scroll wheel.

Toggling Switches

To toggle a switch:
Click the switch on-screen.
3 Do one of the following:
• Press Enter on the numeric keyboard to in­put the value and remain in keyboard edit­ing mode.
– or –
• Press Enter on the alpha keyboard (Win­dows) or Return (Mac) to enter the value and leave keyboard editing mode.
To move forward through the different con­trol fields, press the Tab key. To move back­ward, press Shift+Tab.
Digidesign Plug-ins Guide10
chapter 4

Bruno and Reso

Bruno and Reso are a pair of TDM plug-ins that process audio using a sound generation tech­nique known as cross-synthesis.
Cross-synthesis generates complex sound tex­tures by using an audio track as a tone source then applying a variety of synthesizer-type ef­fects to that tone source.
Bruno and Reso each use a different sound gen­eration method:
Bruno uses time-slicing, a technique whereby
timbres are extracted from the source audio dur­ing playback and crossfaded together. This crossfading between signals can create a rhyth­mic pulse in the sound as the timbre changes.
Reso uses a resonator, which adds harmonic
overtones to the source audio through a short signal delay line with a feedback loop.
In both cases, the processed sound can then be played in real time or sequenced using the MIDI recording and playback capabilities of Pro Tools.

Maximum Voices with HD Accel Card

Bruno and Reso on Pro Tools|HD systems equipped with an HD Accel card offer up to 62 voices of polyphony at the maximum voice set­ting (at 44.1 kHz and 48 kHz).

Bruno features include:

• Time-slice tone generation with adjustable crossfade
• Polyphony: Up to 62 voices of polyphony (on Pro Tools|HD Accel systems)
• Multi-voice detuning
• Editable ADSR envelope generator
•Portamento
• Velocity-sensitive gain and detuning
• Time-slice switching using envelope trig­gering or MIDI beat clock
• Voice-stacking
• Side-chain input for control using an exter­nal audio source
• Supports sample rates up to 192 kHz
• Online help
Chapter 4: Bruno and Reso 11

Reso features include:

• Harmonic resonance generation
• Up to 62 voices of polyphony (on Pro Tools|HD Accel systems)
• Multi-voice detuning
• Resonant low-pass filter
• Editable ADSR envelope generator
•Portamento
• Velocity-sensitive resonance, damping, gain, and detuning
• Harmonic switching using envelope trig­gering or MIDI beat clock
• Voice-stacking
• Side-chain input for control using an exter­nal audio source
• Supports sample rates up to 192 kHz
• Online help

DSP Requirements

Bruno and Reso each require one full DSP chip on a Pro Tools|HD card.

DSP and Voice Polyphony

The maximum number of Bruno/Reso voices available per DSP chip depends on the sample rate of the session and the type of DSP cards in your system.
HD Core and HD Process On Pro Tools|HD sys­tems not equipped with an HD Accel card, Bruno and Reso provide a maximum of 24 voices of polyphony. Polyphony is reduced by half for sessions at 88.2 kHz and 96 kHz (up to 14 voices).

Inserting Bruno/Reso onto an Audio Track

To use Bruno/Reso in a Pro Tools session, you must add it to a track as an insert. Once Bruno/Reso is inserted on the track, you can ad­just its controls to get the effect that you want, then play the plug-in using the on-screen key­board, an external MIDI controller, or an Instru­ment track.
To add Bruno/Reso as a track Insert:
1 Click the Insert selector on the desired track
and select Bruno or Reso.
2 Click Play on the Pro Tools Transport to start
audio playback.
3 Play Bruno/Reso with the on-screen keyboard
or by MIDI control. See “Playing Bruno/Reso” on page 13.
4 Adjust Bruno/Reso controls to get the effect
you want.
HD Accel On Pro Tools|HD systems equipped with an HD Accel card, Bruno and Reso provide up to 62 voices at their maximum setting. The 62-voice versions of Bruno and Reso require one entire DSP chip on an HD Accel card. Polyph­ony is reduced by half for sessions at 88.2 kHz and 96 kHz.
Digidesign Plug-ins Guide12

Playing Bruno/Reso

To generate sound, Bruno/Reso must be played during audio playback. You can play Bruno/Reso in two ways:
In real time, using either the on-screen key-
board or an external MIDI controller.
– or –
Using MIDI

Using the On-Screen Keyboard

The simplest way to play Bruno/Reso is to use its on-screen keyboard. You can click one note at a time or use keyboard latch to hold multiple notes.
Notes played with the on-screen keyboard are triggered at a MIDI velocity of 92.
To play Bruno/Reso with the on-screen keyboard:
1 Open the plug-in window for Bruno/Reso.
2 Click Play on the Pro Tools Transport to start
audio playback.
3 Click the on-screen keyboard. Bruno/Reso will
only produce sound while audio plays on the source track.
To latch keys on the on-screen keyboard:
1 Click the Latch bar, then click multiple keys.
Chords can be played in this way.
2 To turn off a latched key, click it a second
time.

Using MIDI

You can play Bruno/Reso live using a MIDI key­board controller. You can also use the MIDI key­board controller to record your performance on an Instrument track or a MIDI track routed to Bruno/Reso for playback.
To configure Bruno/Reso for MIDI input:
1 Insert Bruno/Reso on an audio track.
2 Choose Track > New and specify 1 new Instru-
ment or MIDI track, then click Create. Create a separate Instrument or MIDI track for each Bruno/Reso plug-in you use.
3 Click the track’s MIDI Output selector and
choose Bruno or Reso.
If you are using multiple Bruno/Reso plug-ins, they will all appear in this pop-up. Route the In­strument or MIDI track to the correct one.
4 Record-enable the Instrument or MIDI track.
5 Test your MIDI connection by playing notes
on your MIDI keyboard. The corresponding notes should highlight on Bruno/Reso’s on­screen keyboard.
To play Bruno/Reso with a MIDI controller:
1 Start audio playback.
2 Play your MIDI keyboard while audio plays.
Bruno/Reso only produces sound during audio playback on the source track.
3 To turn off key latching entirely, click the
Latch bar a second time.
Saving a Bruno or Reso setting while keys are latched also saves the latched keys.
Chapter 4: Bruno and Reso 13

Using MIDI Playback

You can also play Bruno/Reso using a Pro Tools Instrument or MIDI track. Use a separate Instru­ment or MIDI track for each Bruno/Reso plug-in.
To play Bruno/Reso using an Instrument or MIDI track:
1 Insert Bruno or Reso on an audio track.
2 Click the Instrument or MIDI track’s MIDI
Output selector and choose Bruno or Reso. If you are using multiple Bruno or Reso plug-ins, they will all appear in this pop-up. Route the In­strument or MIDI track to the correct one.
3 Start Pro Tools playback.
To use a key input for side-chain processing:
1 Click the Key Input selector and choose the
input or bus with the audio you want to use to trigger the plug-in.
Selecting a Key Input
2 Click the Key Input button (the button with
the key icon above it) to activate external side­chain processing.

Using an External Key Input for Side-Chain Processing

Bruno and Reso feature side-chain processing capabilities. Side-chain processing lets you trig­ger certain controls from a separate reference track or external audio source. The source used for triggering is referred to as the key input.
You can use this capability to control the rate at which Bruno performs sample switching or Reso toggles its harmonics back and forth using the dynamics of another signal (the key input).
Typically, a rhythm track such as a drum kit is used to trigger these controls and create rhyth­mic timbral changes that match the groove of the key input.
3 Begin playback. The plug-in uses the input or
bus that you chose as a side-chain input to trig­ger the effect.
4 To hear the audio source you have selected to
control side-chain input, click the Key Listen button (the button below the Ear icon).
Remember to disable Key Listen to resume normal plug-in monitoring.
5 Adjust other controls to create the desired ef-
fect.
Digidesign Plug-ins Guide14

Bruno Controls

Bruno uses time-slicing for tone generation, ex­tracting timbres from the audio track during playback and cross-fading them together at a user-selectable rate.
Bruno
This crossfading can create a rhythmic pulse in the sound as the timbre changes. This makes Bruno ideal for creating tonal effects with a con­tinuously shifting timbre—similar to the wave sequencing found on synthesizers such as the PPG, Prophet VS, Korg Wavestation, and Wal­dorf XT.
By carefully choosing the type of source audio, the crossfade length, and the type of switching, you can create unique and complex sound tex­tures.

On-Screen Keyboard

The on-screen keyboard
The simplest way to play Bruno is to use its on­screen keyboard. You can click one note at a time or use keyboard latch to hold multiple notes.
Notes played with the on-screen keyboard are triggered at a MIDI velocity of 92.

Timbre Controls

Timbre controls
Crossfade
Crossfade sets the rate at which Bruno extracts timbres from the source audio and crossfades from one time slice to the next. The range of this control is from 2 to 40 Hz (cycles per second) in a 44.1 kHz or 48 kHz session, and from 4 to 40 Hz in a 96 kHz session.
The higher the crossfade frequency, the smaller the time slice, and the faster Bruno moves be­tween slices. A higher frequency crossfade would retain more characteristics of the original audio source and would have a pulsed or wave­sequenced feel.
Chapter 4: Bruno and Reso 15
The lower the crossfade frequency, the larger the time slice, and the slower Bruno moves between slices. A lower frequency crossfade would have fewer characteristics of the original source and a more rounded or gradually evolving sound.
Switch
Switch causes Bruno to switch directly between time-sliced samples without crossfading them. This adds a distinct rhythmic pulse to the tim­bral changes.
used, the dynamics of the key input signal will trigger switching. Threshold-based switching can be used at the same time as Key Input-based switching.
MIDI Clock Triggers switching in sync with a MIDI Beat Clock signal. This creates a very regu­lar, highly rhythmic wave sequencing effect that is ideal for sessions arranged around MIDI beat clock. This control can be set to quarter, eighth, or sixteenth notes, or dotted triplet val­ues of the same.
Switching can be controlled by triggering (using the dynamics of the source audio or an external key input) or by MIDI clock.
External Key Enables switching from a separate reference track or external audio source. The so urce use d for tri ggeri ng is r ef err ed to a s the key input and is selected using the Side-chain Input pop-up. You can assign either an audio input channel or a TDM bus channel.
Typically, a drum track is used as a key input so that switching occurs according to a definite rhythmic pattern.
Key Listen When enabled, Key Listen monitors the source of the key input. It is often useful to do this in order to fine tune Bruno’s settings to the key input. See “Using an External Key Input for Side-Chain Processing” on page 14.
Threshold Sets the level in decibels above which switching occurs. When the audio input level rises above the Threshold level, Bruno will switch directly to a new time-slice. The range of this control is from a low of –48 dB (maximum switching) to a high of 0.0 dB (no switching). If no key input is used, the dynamics of the source audio will trigger switching. If a key input is
For quick numeric entry of MIDI beat clock values, type “4,” “8,” or “16” for quarter notes, eight notes, or sixteenth notes. Add “t” for triplets, or “d” for dotted note values. Typing “4t” for example, enters a quarter note triplet value. Typing “16d” enters a dotted sixteenth note value.

Timbrometer

Timbrometer
This multicolor waveform display shows the amplitude and duration of the audio signal gen­erated by Bruno as well as the frequency of tim­bral changes and whether they are crossfaded or switched.
Red and blue waveform segments indicate tim­bral changes that are crossfaded. Green wave­form segments indicate timbral changes that are hard switched.
Digidesign Plug-ins Guide16

Amplitude Controls

Conversely, if Gain Velocity is set to 0.0 dB, Bruno’s volume will not change no matter how hard or soft you strike a key on your MIDI con­troller.
Gain Velocity only has an effect when you play Bruno with a velocity-sensitive MIDI controller.
Mix
Amplitude controls
Gain Amount
Gain Amount attenuates output level gain. Since some of Bruno’s controls can cause ex­treme changes in signal level, this is particularly useful for preventing clipping and achieving unity gain with the original signal level. This control is adjustable from a low of –96 dB (no gain) to a high of 0.0 dB (maximum gain).
Gain Velocity
Gain Velocity sets the velocity sensitivity of the Gain Amount control. This gives you touch-sen­sitive control over Bruno’s volume using a MIDI keyboard.
This control is adjustable from a low of –24 dB (maximum velocity sensitivity) to a high of
0.0 dB (no velocity sensitivity).
If you set Gain Velocity to –24 dB, a soft strike on a key will reduce gain up to –24 dB. A hard strike will have a maximum output level equal to the current dB setting of the Gain Amount control.
Mix adjusts the mix of the processed audio with the original, unprocessed audio.
Spread
When Bruno is used in stereo, the Spread con­trol can be used to pan multiple voices within the stereo field. This control is adjustable from 0% (no stereo spread) to 100% (maximum stereo spread).
Voice stacking has a direct effect on stereo Spread. For example, setting Voice Stack to 1 and Spread to 100% will randomly pan each note played. Setting Voice Stack to 4 and Spread to 100%, will pan two of the four voices hard left, and two voices hard right.
ADSR Envelope Generator
The ADSR (attack, decay, sustain, release) Enve­lope Generator controls Bruno’s amplitude en­velope. This amplitude envelope is applied to a sound each time a note is struck.
The four envelope elements can be adjusted by dragging the appropriate breakpoint, or by typ­ing in a numeric value.
Attack Controls the amount of time in millisec­onds that the sound takes to rise from zero am­plitude to its full level. The longer the attack, the more time it takes for the sound to reach maxi­mum volume after the a note is struck. This con­trol is adjustable from 0.0 to 5000 milliseconds.
Chapter 4: Bruno and Reso 17
Decay Controls the amount of time in millisec­onds that the sound takes to fall from its peak Attack level to the Sustain level. This control is adjustable from 0.0 ms to 5000 ms.
Sustain Level Controls the amplitude level in dB that is reached after the decay time has elapsed. The amplitude level stays constant as long as a MIDI note remains depressed. This control is ad­justable from –96 dB (no sustain) to 0.0 dB (maximum sustain).
Release Controls the amount of time in milli­seconds that the sound takes to fall from the Sustain level to zero amplitude after a note is re­leased. This control is adjustable from 0.0 ms to 5000 ms.
Bend Range
Bend Range sets the maximum interval of pitch bend that can be applied to Bruno with a MIDI controller’s pitch bend wheel. This control is ad­justable from 0 semitones (no bend) to 12 semi­tones (1 octave).
Master Tune
Master Tune can be used to tune the pitch of Bruno’s output to another instrument. By de­fault, this control is set to 440.0 Hz It can be ad­justed from a low of 430.0 Hz to a high of
450.0 Hz.
Detune Amount

Pitch Controls

Pitch controls
Glide
Glide, also known as portamento, determines the amount of time it takes for a pitch to glide from the current note to the next note played. This ef­fect is commonly found on synthesizers.
Glide is adjustable from a low of 0.0% (no glide) to a high of 100% (maximum glide). A setting of 100% will take the longest time to travel from the current note to the next note played. The ef­fect is also dependent on the interval (distance of pitch) between the two notes: The larger the interval, the more noticeable the effect.
Detuning is a common sound-thickening tech­nique used on synthesizers and many effects de­vices. Bruno’s Detune Amount control sets the maximum amount of pitch detuning that oc­curs when multiple voices are stacked together using Voice Stacking. Using a combination of voice stacking and detuning, you can create tim­bres that are exceptionally fat.
Voices can be detuned up to 50.0 cents. (One cent is equal to 1/100th of a semitone.)
Detune Velocity
Detune Velocity controls how MIDI key velocity affects voice detuning. This gives you velocity­sensitive control over voice detuning when you play Bruno with a MIDI keyboard.
This control is adjustable from a low of 0.0 cents (no velocity-sensitive detuning) to a high of
50.0 cents (maximum velocity-sensitive detun­ing).
Digidesign Plug-ins Guide18
If Detune Velocity is set to 0.0 cents, detuning will not change no matter how hard you strike a key on your MIDI controller. Conversely, if you set Detune Velocity to 50.0 cents, a hard strike will detune voices a maximum of 50.0 cents (in addition to the detuning specified with the De­tune Amount control).
Detune Velocity has an effect only when you play Bruno with a velocity-sensitive MIDI controller.

Voice Controls

Voice controls
These controls set Bruno’s voice polyphony and allocation.
Mode
Mono (Monophonic)
In this mode, Bruno responds monophonically, producing a single note even if more than one is played simultaneously (though multiple voices can be stacked on the same note using the Voice Stacking control). Monophonic mode gives voice priority to the most recently played note.
Poly (Polyphonic)
In this mode, Bruno responds polyphonically, producing as many notes as are played simulta­neously (up to 62 on Pro Tools|HD Accel sys­tems). The number of notes that can be played
simultaneously depends on the Voice Stacking setting chosen. A voice stack setting of 1, for ex­ample, allows up to 62 individual notes simulta­neously. A voice stack setting of All allows only one note at a time, but will stack all 62 voices on that note, producing an extremely fat sound.
Voi ce Sta ck
Voice Stack selects the number of voices that are used, or stacked when you play a single note. The number of voices that you choose to stack will directly affect polyphony. Selecting a larger number of stacked voices will reduce the num­ber of notes that you can play simultaneously.
Voice Stack
The sample rate of your session also affects po­lyphony. For example, in a 96 kHz session, Bruno can simultaneously play up to:
• 32 notes in a 1-voice stack
• 16 notes in a 2-voice stack
• 4 notes in a 4-voice stack
• 2 notes in an 8-voice stack
• 1 note in an 12-voice (All) stack
The 62-voice Bruno requires an HD Accel card.
In a 44.1 kHz or 48 kHz session on a Pro Tools|HD system not equipped with an HD Accel card, Bruno can simultaneously play up to:
• 24 notes in a 1-voice stack
• 12 notes in a 2-voice stack
• 6 notes in a 4-voice stack
• 3 notes in an 8-voice stack
• 1 note in a 24-voice (All) stack
Chapter 4: Bruno and Reso 19
Voice counts for Bruno for 44.1 kHz and 48 kHz sessions are the same on Pro Tools|HD-series sys­tems not equipped with an HD Accel card.
If all available voices are being used, playing an additional note will replace the first note played in the chord.

Online Help

Online help

On-Screen Keyboard

On-screen keyboard
The simplest way to play Reso is to use its on­screen keyboard. You can click one note at a time or use keyboard latch to hold multiple notes.
Notes played with the on-screen keyboard are triggered at a MIDI velocity of 92.
To use online help, click the name of any con­trol or parameter and an explanation will ap­pear. Clicking the Online Help button itself pro­vides more details on using this feature.

Reso Controls

Reso synthesizes new harmonic overtones from the source audio signal, creating harmonically rich timbres with a metallic, synthesizer-like character.

Timbre Controls

Timbre controls
Resonance Amount
Resonance Amount controls the intensity of harmonic overtones produced by the Resonator. Increasing the Resonance Amount will increase the overall harmonic content of the sound while increasing the sustained portions of the generated harmonics.
The frequency content of the input signal largely determines what harmonics are gener­ated by the resonator. For this reason, the char­acter of the resonance will change according to the type of audio that you process.
Reso
Digidesign Plug-ins Guide20
Resonance Velocity
Damping Velocity
Resonance Velocity increases or decreases reso­nance according to how hard a MIDI key is struck and how much resonance is initially spec­ified with the Resonance Amount control.
Resonance Velocity is adjustable from a low of –10 to a high of +10. With positive values, the harder the key is struck, the more resonance is applied. With negative values, the harder the key is struck, the less resonance is applied.
The effectiveness of this control depends on the Resonance Amount setting. For example, if Res­onance Amount is set to 0, setting the Reso­nance Velocity to a negative value will have no effect, since there is no resonance to remove. Similarly, if the Resonance Amount control is set to 10, setting Resonance Velocity to +10 will have no effect since the resonance is already at its maximum.
For optimum effect, set the Resonance Amount to a middle value, then set Resonance Velocity accordingly for the desired effect.
Resonance Velocity has an effect only when you play Reso with a velocity-sensitive MIDI controller.
Damping Amount
Damping causes the high-frequency harmonics of a sound to decay more rapidly than the low frequency harmonics. It lets you control the brightness of the signal generated by Reso's Res­onator and is particularly useful for creating harp or plucked string-like textures.
The range of this control is from 0 (no damping) to 10 (maximum damping). The greater the amount of damping, the faster the high-fre­quency harmonics in the audio will decay and the duller it will sound.
Damping Velocity increases or decreases damp­ing according to how hard a MIDI key is struck and how much damping is initially specified with the Damping Amount control.
Damping Velocity is adjustable from a low of –10 to a high of +10. With positive values, the harder the key is struck, the more damping is ap­plied. With negative values, the harder the key is struck, the less damping is applied (which simu­lates the behavior of many real instruments).
The effectiveness of this control depends on the Damping Amount setting. For example, if Damping Amount is set to zero, setting the Damping Velocity to a negative value will have no effect, since there is no damping to remove. Similarly, if the Damping Amount control is set to 10, setting Damping Velocity to +10 will have no effect since damping is already at its maxi­mum.
For optimum effect, set the Damping Amount to a middle value, then set Damping Velocity ac­cordingly for the desired effect.
Damping Velocity only has an effect when you play Reso with a velocity-sensitive MIDI keyboard controller.
Harmonics
The resonator adds harmonic overtones to the source audio signal that are integer multiples of the fundamental frequency of the signal. The Harmonics control selects between all of these harmonics, or just the odd-numbered intervals. Your choice will affect the timbre of the sound.
All Adds all of the harmonic overtones gener­ated by the resonator. In synthesizer parlance, this produces a somewhat buzzier, sawtooth wave-like timbre.
Chapter 4: Bruno and Reso 21
Odd Adds only the odd-numbered harmonic overtones generated by the resonator. In synthe­sizer parlance, this produces a somewhat more hollow, square wave-like timbre.
Tog gle
Reso can automatically toggle between the All and Odd harmonics settings, producing a rhyth­mic pulse in the timbre.
Harmonic toggling can be controlled either by triggering (using the dynamics of the source au­dio itself, or those of an external key input) or by MIDI Beat Clock.
External Key Toggles the harmonics from a sep­arate reference track or an external audio source. The source used for toggling is referred to as the key input and is selected using the Side-chain In­put pop-up. You can assign either an audio in­put channel or a TDM bus channel.
Typically, a drum track is used as a key input so that toggling occurs according to a definite rhythmic pattern.
MIDI Clock Triggers toggling in sync with a MIDI Beat Clock signal. This creates a very regu­lar, highly rhythmic wave sequencing effect that is ideal for sessions arranged around MIDI beat clock. This control can be set to quarter, eighth, or sixteenth notes, or dotted triplet val­ues of the same.
For quick numeric entry of MIDI beat clock values, type “4,” “8,” or “16” for quarter notes, eight notes, or sixteenth notes. Add “t” for triplets, or “d” for dotted note values. Typing “4t” for example, enters a quarter note triplet value. Typing “16d” enters a dotted sixteenth note value.

Amplitude Controls

Key Listen When enabled, monitors the source of the key input. It is useful to do this to fine tune Reso’s settings to the key input.
See “Using an External Key Input for Side­Chain Processing” on page 14.
Threshold Sets the level in decibels above which toggling occurs. When the audio input level rises above the Threshold level, Reso will toggle its harmonics setting. The range of this control is from a low of –48 dB (maximum toggling) to a high of 0.0 dB (no toggling). If no key input is used, the dynamics of the source audio will trig­ger toggling. If a key input is used, the dynamics of the key input signal will trigger toggling. Threshold-based switching can be used at the same time as Key Input-based switching.
Digidesign Plug-ins Guide22
Amplitude controls
Gain Amount
Gain Amount attenuates output level gain. Since resonation can cause extreme changes in signal level, this is particularly useful for pre­venting clipping and achieving unity gain with the original signal level. This control is adjust­able from a low of –96 dB (no gain) to a high of
0.0 dB (maximum gain).
Gain Velocity
ADSR Envelope Generator
Gain Velocity sets the velocity sensitivity of the Gain Amount control. This gives you touch-sen­sitive control over Reso’s volume using a MIDI keyboard.
This control is adjustable from a low of –24 dB (maximum velocity sensitivity) to a high of
0.0 dB (no velocity sensitivity).
If you set Gain Velocity to –24 dB, a soft strike on a key will reduce gain up to –24 dB. A hard strike will have a maximum output level equal to the current dB setting of the Gain Amount control.
Conversely, if Gain Velocity is set to 0.0 dB, Reso’s volume will not change no matter how hard or soft you strike a key on your MIDI con­troller).
Gain Velocity only has an effect when you play Reso with a velocity-sensitive MIDI keyboard controller.
Mix
Mix adjusts the mix of the processed audio with the original, unprocessed audio.
Spread
When Reso is used in stereo, the Spread control can be used to pan multiple Reso voices within the stereo field. This control is adjustable from 0% (no stereo spread) to 100% (maximum stereo spread).
The ADSR (attack, decay, sustain, release) Enve­lope Generator controls Reso’s amplitude enve­lope. This amplitude envelope is applied to a sound each time a note is struck.
The four envelope elements can be adjusted by dragging the appropriate breakpoint, or by typ­ing in a numeric value.
Attack Controls the amount of time in millisec­onds that the sound takes to rise from zero am­plitude to its full level. The longer the attack, the more time it takes for the sound to reach maxi­mum volume after the a note is struck. This con­trol is adjustable from 0.0 to 5000 milliseconds.
Decay Controls the amount of time in millisec­onds that the sound takes to fall from its peak Attack level to the Sustain level. This control is adjustable from 0.0 ms to 5000 ms.
Sustain Level Controls the amplitude level in dB that is reached after the decay time has elapsed. The amplitude level stays constant as long as a MIDI note remains depressed. This control is ad­justable from –96 dB (no sustain) to 0.0 dB (maximum sustain).
Release Controls the amount of time in milli­seconds that the sound takes to fall from the Sustain level to zero amplitude after a note is re­leased. This control is adjustable from 0.0 ms to 5000 ms.
Voice stacking affects stereo Spread. For exam­ple, setting Voice Stack to 1 and Spread to 100% will alternately pan each note played right and left. Setting Voice Stack to 4 and Spread to 100%, will pan two of the five voices hard left, and two voices hard right.
Chapter 4: Bruno and Reso 23

Pitch Controls

Detune Amount
Detuning is a common sound-thickening tech­nique used on synthesizers and many effects de­vices. Reso’s Detune Amount control lets you set the maximum amount of pitch detuning that occurs when multiple voices are stacked to­gether using Voice Stacking. Using a combina­tion of voice stacking and detuning, you can create timbres that are exceptionally fat.
Pitch controls
Glide
Glide, also known as portamento, determines the amount of time it takes for a pitch to glide from the current note to the next note played. This ef­fect is commonly used on synthesizers.
Glide is adjustable from a low of 0.0% (no glide) to a high of 100% (maximum glide). A setting of 100% will take the longest time to travel from the current note to the next note played. The ef­fect is also dependant on the interval (distance of pitch) between the two notes: The larger the interval, the more noticeable the effect.
Bend Range
Bend Range sets the maximum interval of pitch bend that can be applied to Reso with a MIDI controller’s pitch bend wheel. This control is ad­justable from 0 semitones (no bend) to 12 semi­tones (1 octave).
Voices can be detuned up to 50.0 cents. (One cent is equal to 1/100th of a semitone.)
Detune Velocity
Detune Velocity controls how MIDI key velocity affects voice detuning. This gives you touch-sen­sitive control over voice detuning when you play Reso with a MIDI keyboard.
This control is adjustable from a low of 0.0 cents (no velocity-sensitive detuning) to a high of
50.0 cents (maximum velocity-sensitive detun­ing).
If Detune Velocity is set to 0.0 cents, detuning will not change no matter how hard or soft you strike a key on your MIDI controller. Con­versely, if you set Detune Velocity to 50.0 cents, a hard strike will detune voices a maximum of
50.0 cents.
Detune Velocity only has an effect when you play Reso with a velocity-sensitive MIDI keyboard controller.
Master Tune
Master Tune can be used to tune the pitch of Reso’s output to another instrument. By default, this control is set to 440.0 Hz It can be adjusted from a low of 430.0 Hz to a high of 450.0 Hz.
Digidesign Plug-ins Guide24

LPF/Voice Controls

LPF and Voice controls
LPF (Low-Pass Filter)
Reso’s Low-Pass Filter is a single resonant filter that is applied to all of Reso’s voices.
Frequency
The Frequency control sets the cutoff frequency of the Low-Pass Filter in Hertz. All frequencies above the selected cutoff frequency will be at­tenuated.
The range of this control is from 20 Hz to 20 kHz.
Follower
The Follower is an envelope follower that lets the filter cutoff frequency dynamically follow the amplitude of the source audio signal.
The range of this control is from a low of –10 to a high of +10. With positive values, the louder the source audio, the higher the cutoff fre­quency and the wider the filter will open for a brighter sound. With negative values, the louder the source audio, the lower the cutoff frequency and the more the filter will close for a duller sound.
The effectiveness of the Follower depends on the filter’s Frequency setting. For example, set­ting the Follower to +10 and selecting a low Fre­quency setting will sweep the filter wide on loud passages. However, if the cutoff frequency is at its maximum, setting the Follower to +10 will not sweep the filter at all since it is already com­pletely open.
When used with high Q settings and a relatively low cutoff frequency, the Follower can be used to produce an automatic wah-wah-type effect.
Q
Sometimes referred to as resonance on synthesiz­ers, Q adjusts the height of the resonant peak that occurs at the filter’s cutoff frequency.
Increasing the Q increases the volume of fre­quencies near the filter’s cutoff frequency (sup­pressing the more remote frequencies) and adds a nasal quality to the audio. High Q settings let you create wah-wah type effects, particularly when the filter is swept with the Follower.
The range of this control is from 0 to 10.
Mono (Monophonic)
In this mode, Reso responds monophonically, producing a single note even if more than one is played simultaneously (though multiple voices can be stacked on the same note using the Voice Stacking control). Monophonic mode gives voice priority to the most recently played note.
Chapter 4: Bruno and Reso 25
Poly (Polyphonic)
In this mode, Reso responds polyphonically, producing as many notes as are played simulta­neously (up to 62 on Pro Tools|HD Accel sys­tems). The number of notes that can be played simultaneously depends on the Voice Stacking setting chosen. A voice stack setting of 1, for ex­ample, allows up to 62 individual notes simulta­neously. A voice stack setting of All allows only one note at a time, but will stack all 62 voices on that note, producing an extremely fat sound.
Polyphony will be reduced by half at 96 kHz.
In a 44.1 kHz or 48 kHz session on Pro Tools|HD systems not equipped with an HD Accel card, the standard Reso module can simultaneously play up to:
• 28 notes in a 1-voice stack
• 14 notes in a 2-voice stack
• 7 notes in a 4-voice stack
• 3 notes in an 8-voice stack
• 1 note in a 28-voice (All) stack
If all available voices are being used, playing an additional note will replace the first note played in the chord.
Voi ce Sta ck
Voice Stack selects the number of voices that are used, or stacked when you play a single note. The number of voices that you choose to stack will directly affect polyphony. Selecting a larger number of stacked voices will reduce the num­ber of notes that you can play simultaneously. The sample rate of your session will also affect polyphony.
Voice Stack
In a 96 kHz session, Reso on Pro Tools|HD Accel systems can simultaneously play up to:
• 32 notes in a 1-voice stack
• 16 notes in a 2-voice stack
• 4 notes in a 4-voice stack
• 2 notes in an 8-voice stack
• 1 note in an 14-voice (All) stack

Online Help

Online help
To use online help, click the name of any con­trol or parameter and an explanation will ap­pear. Clicking the Online Help button itself pro­vides more details on using this feature.
Digidesign Plug-ins Guide26
chapter 5

D-Fi

D-Fi consists of four separate plug-ins for TDM, RTAS, and AudioSuite. D-Fi plug-ins form a unique sound design tool kit for processing and deconstructing audio in several retro and syn­thesis-oriented ways.

Lo-Fi

Lo-Fi provides retro and down-processing ef­fects, including:
• Bit-rate reduction
• Sample rate reduction
• Soft clipping distortion and saturation
• Anti-aliasing filter
• Variable amplitude noise generator
Lo-Fi can be used as either a real-time TDM or RTAS plug-in or as a non-real-time AudioSuite plug-in.
The multichannel TDM version of the Lo-Fi plug-in is not supported at 192 kHz, use the multi-mono TDM or RTAS version instead.

Sci-Fi

Sci-Fi provides analog synthesizer-type effects, including:
• Ring modulation
• Frequency modulation
• Variable-frequency, positive and negative resonator
• Modulation control by LFO, envelope fol­lower, sample-and-hold, or trigger-and­hold
Sci-Fi can be used as either a real-time TDM or RTAS plug-in or as a non-real-time AudioSuite plug-in.
The multichannel TDM version of the Sci-Fi plug-in is not supported at 192 kHz. Use the multi-mono TDM or RTAS version instead.
Chapter 5: D-Fi 27

Recti-Fi

Purposely Degrading Audio

Recti-Fi provides additive harmonic processing effects through waveform rectification, and in­cludes:
• Subharmonic synthesizer
• Full wave rectifier
• Pre-filter for adjusting effect frequency
• Post-filter for smoothing generated wave­forms
Recti-Fi can be used as either a real-time TDM or RTAS plug-in or as a non-real-time AudioSuite plug-in.

Vari-Fi

Vari-Fi provides a pitch-change effect similar to a tape deck or record turntable speeding up from or slowing down to a complete stop. Features in­clude:
• Speed up from a complete stop to normal speed
• Slow down to a complete stop from normal speed
Contemporary music styles, especially hip-hop, make extensive use of retro instruments and processors such as vintage drum machines, sam­plers, and analog synthesizers. The low bit-rate resolutions and analog “grunge” of these de­vices are an essential and much-desired part of their sonic signatures. That is why Digidesign created D-Fi.
The D-Fi suite of plug-ins combines the best of these instruments of the past with the flexibility and reliability of the Pro Tools audio production system. The result is a set of sound design tools that let you create these retro sounds without the trouble and expense of resampling audio through 8-bit samplers or processing it through analog synthesizers.

Lo-Fi

Lo-Fi down-processes audio by reducing its sam­ple rate and bit resolution. It is ideal for emulat­ing the grungy quality of 8-bit samplers.
Vari-Fi is an AudioSuite plug-in only.
Digidesign Plug-ins Guide28
Lo-Fi

Lo-Fi Controls

Sample Rate
The Sample Rate slider adjusts an audio file’s playback sample rate in fixed intervals from 700 Hz to 33 kHz in sessions with sample rates of 44.1 kHz, 88.2 kHz, or 176.4 kHz; and from 731 Hz to 36 kHz in sessions with sample rates of 48 kHz, 96 kHz, or 192 kHz. Reducing the sample rate of an audio file has the effect of de­grading its audio quality. The lower the sample rate, the grungier the audio quality.
The maximum value of the Sample Rate control is Off (which effectively means bypass).
The range of the Sample Rate control is slightly different at different session sample rates because Lo-Fi’s subsampling is calcu­lated by integer ratios of the session sample rate.
Anti-Alias Filter
The Anti-Alias filter works in conjunction with the Sample Rate control. As you reduce the sam­ple rate, aliasing artifacts are produced in the au­dio. These produce a characteristically dirty sound. Lo-Fi’s anti-alias filter has a default set­ting of 100%, automatically removing all alias­ing artifacts as the sample rate is lowered.
This control is adjustable from 0% to 100%, let­ting you add precisely the amount of aliasing you want back into the mix. This slider only has an effect if you have reduced the sample rate with the Sample Rate control.
Sample Size
The Sample Size slider controls the bit resolu­tion of the audio. Like sample rate, bit resolu­tion affects audio quality and clarity. The lower the bit resolution, the grungier the quality. The range of this control is from 24 bits to 2 bits.
Quantization
Lo-Fi applies quantization to impose the se­lected bit size on the target audio signal. The type of quantization performed can also affect the character of an audio signal. Lo-Fi provides you with a choice of linear or adaptive quantiza­tion.
Linear Linear quantization abruptly cuts off sample data bits in an effort to fit the audio into the selected bit resolution. This imparts a char­acteristically raunchy sound to the audio that becomes more pronounced as the sample size is reduced. At extreme low bit-resolution settings, linear quantization will actually cause abrupt cut-offs in the signal itself, similar to gating. Thus, linear resolution can be used creatively to add random percussive, rhythmic effects to the audio signal when it falls to lower levels, and a grungy quality as the audio reaches mid-levels.
Adaptive Adaptive quantization reduces bit depth by adapting to changes in level by track­ing and shifting the amplitude range of the sig­nal. This shifting causes the signal to fit into the lower bit range. The result is a higher apparent bit resolution with a raunchiness that differs from the harsher quantization scheme used in linear resolution.
Noise Generator
The Noise slider mixes a percentage of pseudo­white noise into the audio signal. Noise is useful for adding grit into a signal, especially when you are processing percussive sounds. This noise is shaped by the envelope of the input signal. The range of this control is from 0 to 100%. When noise is set to 100%, the original signal and the noise are equal in level.
Chapter 5: D-Fi 29
Distortion/Saturation
The Distortion and Saturation sliders provide signal clipping control. The Distortion slider de­termines the amount of gain applied and lets clipping occur in a smooth, rounded manner.
The Saturation slider determines the amount of saturation added to the signal. This simulates the effect of tube saturation with a roll-off of high frequencies.
Fans of Spinal Tap will be pleased to know that the Distortion and Saturation controls can be set to eleven for maximum effect.

Sci-Fi Controls

Input Level
Input Level attenuates signal input level to the Sci-Fi processor. Since some of Sci-Fi’s controls (such as the Resonator) can cause extreme changes in signal level, the Input Level is partic­ularly useful for achieving unity gain with the original signal level. The range of this control is from –12dB to 0dB.
Effect Type
Sci-Fi provides four different types of effects:
Output Meter
The Output Meter indicates the output level of the processed signal. Note that this meter indi­cates the output level of the signal—not the in­put level. If this meter clips, the signal may have clipped on input before it reached Lo-Fi. Moni­tor your send or insert signal levels closely to prevent this from happening.

Sci-Fi

Sci-Fi is designed to mock-synthesize audio by adding effects such as ring modulation, reso­nation, and sample & hold, that are typically found on older, modular analog synthesizers. Sci-Fi is ideal for adding a synth edge to a track.
Sci-Fi
Ring Mod The Ring Modulator modulates the signal amplitude with a carrier frequency, pro­ducing harmonic sidebands that are the sum and difference of the frequencies of the two sig­nals. The carrier frequency is supplied by Sci-Fi itself. The modulation frequency is determined by the Effect Frequency control. Ring modula­tion adds a characteristic hard-edged, metallic sound to audio.
Freak Mod Freak Mod is a frequency modulation processor that modulates the signal frequency with a carrier frequency, producing harmonic sidebands that are the sum and difference of the input signal frequency and whole number mul­tiples of the carrier frequency. Frequency modu­lation produces many more sideband frequen­cies than ring modulation and an even wilder metallic characteristic. The Effect Frequency de­termines the modulation frequency of the Freak Mod effect.
Resonator+ and Resonator– Resonator+ and Res­onator– add a resonant frequency tone to the audio signal. This frequency is determined by the Effect Frequency. The difference between these two modules is that Resonator– reverses the phase (polarity) of the effect, producing a
Digidesign Plug-ins Guide30
hollower sound than Resonator+. The Resonator can be used to produce metallic and flanging ef­fects that emulate the sound of classic analog flangers.
Effect Amount
Effect Amount controls the mix of the processed sound with the original signal. The range of this control is from 0–100%.
Effect Frequency
Effect Frequency controls the modulation fre­quency of the ring modulator and resonators. The frequency range is dependent on the effect type. For the Ring Modulator, the frequency range of this control is from 0 Hz to 22.05 kHz. For Freak Mod, the frequency range is from 0 Hz to 22.05 kHz. For Resonator+, the frequency range is from 344 to 11.025 kHz. For Resonator–, the frequency range is from 172 Hz to 5.5 kHz.
You can also enter a frequency value using key­board note entry.
To use keyboard note entry:
1 Windows-click (Windows) or Control-click
(Mac) the Effect Frequency slider to display the pop-up keyboard.
2 Select the note on the keyboard that you want
for the Effect Frequency.
Modulation Type
Modulation Type determines the type of modu­lation applied to the frequency of the selected effect. Depending on the type of modulation you select here, the sliders below it will change to provide the appropriate type of modulation controls. If the Mod Amount is set to 0%, no dy­namic modulation is applied to the audio signal. The Effect Frequency slider then becomes the primary control for modifying the sound.
LFO Produces a low-frequency triangle wave as a modulation source. The rate and amplitude of the triangle wave are determined by the Mod Rate and Mod Amount controls, respectively.
Envelope Follower Causes the selected effect to dynamically track the input signal by varying with the amplitude envelope of the audio sig­nal. As the signal gets louder, more modulation occurs. This can be used to produce a very good automatic wah-wah-type effect. When you se­lect the Envelope Follower, the Mod Amount slider changes to a Mod Slewing control. Slew­ing provides you with the ability to smooth out extreme dynamic changes in your modulation source. This provides a smoother, more contin­uous modulation effect. The more slewing you add, the more gradual the changes in modula­tion will be.
Sample+Hold Periodically samples a random pseudo-noise signal and applies it to the effect frequency. Sample and hold modulation pro­duces a characteristic random stair-step modula­tion. The sampling rate and the amplitude are determined by the Mod Rate and Mod Amount controls, respectively.
Sci-Fi Keyboard Note Entry
Trigger+Hold Trigger and Hold modulation is similar to Sample and Hold modulation, with one significant difference: If the input signal falls below the threshold set with the Mod Threshold control, modulation will not occur.
Chapter 5: D-Fi 31
This provides interesting rhythmic effects, where modulation occurs primarily on signal peaks. Modulation will occur in a periodic, yet random way that varies directly with peaks in the audio material. Think of this type of modu­lation as having the best elements of both Sam­ple and Hold and the Envelope Follower.
Mod Amount and Mod Rate
These two sliders control the amplitude and fre­quency of the modulating signal. The modula­tion amount ranges from 0% to 100%. The mod­ulation rate, when LFO or Sample and Hold are selected, ranges from 0.1 Hz to 20 Hz.

Recti-Fi

Recti-Fi provides additive synthesis effects through waveform rectification. Recti-Fi multi­plies the harmonic content of an audio track and adds subharmonic or superharmonic tones.
If you select Trigger and Hold as a modulation type, the Mod Rate slider changes to a Mod Threshold slider, which is adjustable from –95 dB to 0 dB. It determines the level above which modulation occurs with the Trigger and Hold function.
If you select Envelope Follower as a modulation type, the Mod Rate slider changes to a Mod Slewing slider, which is adjustable from 0% to 100%.
Output Meter
The Output Meter indicates the output level of the processed signal. Note that this meter indi­cates the output level of the signal—not the in­put level. If this meter clips, the signal may have clipped on input before it reached Sci-Fi. Moni­tor your send or insert signal levels closely to prevent this from happening.
Recti-Fi

Recti-Fi Controls

Pre-Filter
The Pre-Filter filters out high frequencies in an audio signal prior to rectification. This is desir­able because the rectification process can cause instability in waveform output—particularly in the case of high-frequency audio signals. Filter­ing out these higher frequencies prior to rectifi­cation can improve waveform stability and the quality of the rectification effect. If you wish to create classic subharmonic synthesis effects, set the Pre-Filter and Post-Filter to a relatively low frequency, such as 250 Hz.
The range of the Pre-Filter is from 43 Hz to 21 kHz, with a maximum value of Thru (which effectively means bypass).
Digidesign Plug-ins Guide32
Normal waveform
Rectification
Positive Rectification
This rectifies the waveform so that its phase is 100% positive. The audible effect is a doubling of the audio signal’s frequency.
Positive rectification
Negative Rectification
Alternating Rectification
This alternates between rectifying the phase of the first negative waveform excursion to posi­tive, then the next positive excursion to nega­tive, and so on, throughout the waveform. The audible effect is a halving of the audio signal’s frequency, creating a subharmonic tone.
Alternating rectification
Alt-Max Rectification
This alternates between holding the maximum value of the first positive excursion through the negative excursion period, switching to rectify the next positive excursion, and holding its peak negative value until the next zero crossing. The audible effect is a halving of the audio sig­nal’s frequency, and creating a subharmonic tone with a hollow, square wave-like timbre.
This rectifies the waveform so that its phase is 100% negative. The audible effect is a doubling of the audio signal’s frequency.
Negative rectification
Alt-Max rectification
Chapter 5: D-Fi 33
Gain
Gain lets you adjust signal level before the audio reaches the Post-Filter. This is particularly useful for restoring unity gain if you have used the Pre­Filter to cut off high frequencies prior to rectifi­cation. The range of this control is from –18dB to +18dB.
Post-Filter
Waveform rectification, particularly alternating rectification, typically produces a great number of harmonics. The Post Filter lets you remove harmonics above the cutoff frequency and smooth out the sound. This Post-Filter is useful for filtering audio that contains subharmonics. To create classic subharmonic synthesis effects, set the Pre-Filter and Post-Filter to a relatively low frequency.
The range of the Post-Filter is 43 Hz to 21 kHz, with a maximum value of Thru (which effec­tively means bypass).
Mix
Mix adjusts the mix of the rectified waveform with the original, unprocessed waveform.
Output Meter
The Output Meter indicates the output level of the processed signal. Note that this meter indi­cates the output level of the signal—not the in­put level. If this meter clips, the signal may have clipped on input before it reached Recti-Fi. Mon­itor your send or insert signal levels closely to prevent this from happening.

Vari-F i

(AudioSuite Only)
Vari-Fi is an AudioSuite-only plug-in that pro­vides a pitch-change effect similar to a tape deck or record turntable speeding up from or slowing down to a complete stop. Vari-Fi preserves the original duration of the audio selection.
Vari-F i

Vari-Fi Controls

Speed Up
Speed Up applies a pitch-change effect to the se­lected audio, similar to a tape recorder or record turntable speeding up from a complete stop. The effect doesn’t change the duration of the audio selection.
Slow Down
Slow Down applies a pitch-change effect to the selected audio, similar to a tape recorder or record turntable slowing down to a complete stop. The effect doesn’t change the duration of the audio selection.
Digidesign Plug-ins Guide34

D-Fi Demo Session

D-Fi includes a demo session that illustrates some of the effects you can produce with Lo-Fi, Sci-Fi, and Recti-Fi.
The D-Fi demo session contains drum, bass, and guitar loops. Memory locations let you quickly locate a particular loop and apply different D-Fi effects.
Before you begin:
1 Open the demo session.
2 Choose Windows > Show Memory Locations.
Hi-Hat Loop
1 Click memory location #1, “Hat Loop.”
2 Click the Sci-Fi insert on the Master Fader to
display Sci-Fi.
3 Press the Spacebar to audition the Hi-Hat
loop. Since the Bypass button is enabled, you will hear the loop without Sci-Fi processing.
4 Press the Spacebar to stop the Hi-Hat loop.
5 Choose “Res-1/4 note Trig. & Hold.”
6 Deselect the Bypass button to hear the effect.
7 Press the Spacebar to audition the Hi-Hat
loop.

Sci-Fi Examples

The following examples demonstrate Sci-Fi. Fol­low the instructions in each section below to hear useful applications for this plug-in.
Choosing a Sci-Fi setting
8 Listen to the effect. Note how Trigger and
Hold is used to cause modulation to follow the amplitude. This provides a much more interest­ing type of modulation than standard envelope following.
9 Adjust the Mod Threshold to vary the modu-
lation on 1/4 note accents.
10 Choose “Res. –16 note Trig & Hold.” This set-
ting demonstrates a similar type of modulation that occurs on 16th notes.
11 Choose “Wah Res-LFO Faux Flange.” This
setting demonstrates a basic flanging-type ef­fect. Try changing the Rate control and switch­ing to the Resonator+. Experiment with the Mod Type for interesting effects.
Chapter 5: D-Fi 35
Drum Kit Loop
1 Click memory location #2, “Drum Kit Loop.”
2 Select Bypass to hear the Drum Kit loop with-
out Sci-Fi processing.

Lo-Fi Examples

The examples that follow demonstrate Lo-Fi. Follow the instructions in each section below to hear useful applications for this plug-in.
3 Choose “Ring Mod Trig & Hold Kit.”
4 Deselect Bypass to hear the effect.
5 Press the Spacebar to audition the Drum Kit
loop. This setting uses ring modulation, and trigger and hold for modulation that changes only on audio peaks.
6 Choose “Res-Env. Follower.” This setting dem-
onstrates the use of the Envelope Follower to create resonant flanging that modulates and matches the dynamics of the source audio.
7 Choose “Freq. Mod Env. F. Kit.” This setting
demonstrates frequency modulation.
8 Experiment with the other settings.
9 Finally, click memory location #4,
“Bass/Drums Loop.” Try each of the Sci-Fi set­tings with this loop.
Wah Guitar Loop
1 Click memory location #3, “Wah Guitar
Loop.”
2 Select Bypass to hear this loop without Sci-Fi
processing.
3 Choose “Freq Mod Env. Follower Wah.”
4 Deselect Bypass to hear the effect.
5 Press the Spacebar to audition this loop.
6 Try each of the Sci-Fi settings with this loop.
Before you begin:
1 Open the demo session.
2 Choose Windows > Show Memory Locations.
3 Select Bypass in the Sci-Fi Plug-in window to
take it out of the mix.
4 Click the Lo-Fi insert on the master fader to
display Lo-Fi.
Choosing a Lo-Fi setting
Slam Kit Loop
1 Open the Lo-Fi Plug-in window.
2 Click memory location #7, “Slam Kit Loop.”
3 Select Bypass to hear the loop without Lo-Fi
processing.
4 Press the Spacebar to audition the loop.
5 Deselect Bypass to hear the effect.
6 Try each Lo-Fi setting with this loop.
Digidesign Plug-ins Guide36
The loop has a hip-hop feel, and demonstrates how Lo-Fi can be used to create textures with hard percussive elements.
Drum Kit Loop
1 Click memory location #2, “Drum Kit Loop.”
2 Choose “Lo-rate Distorto Kit.”
3 Experiment with the Sample Rate, Saturation,
and Distortion controls to vary the results.
This loop demonstrates how Lo-Fi can be used to create grungy drums.
Bass Only
1 Click memory location #6, “Bass Only.”
2 Choose “Bass Dirty Amp.”
3 Use the Bypass button to compare the sound
of the processed and unprocessed bass.
This setting simulates a gritty bass amp with limited high-end. Adjust the Saturation and Dis­tortion controls to experiment with the distor­tion effect.

Recti-Fi Examples

The examples that follow demonstrate Recti-Fi. Follow the instructions in each section below to hear useful applications for this plug-in.
Before you begin:
1 Open the demo session.
2 Choose Windows > Show Memory Locations.
3 Select Bypass in the Sci-Fi Plug-in window to
take it out of the mix.
4 In the Mix window, select Recti-Fi in the place
of Lo-Fi on the Master Fader.
4 Choose “Trash Bass.”
This setting demonstrates an unusual distortion effect. Experiment with bit depth to hear how it affects audio quality.
5 Choose “Ring Moddy Bass.”
This setting demonstrates extreme Lo-Fi pro­cessing.
Choosing a Recti-Fi setting
Sub Octave Bass
1 Click memory location #6, “Bass Only.”
2 Choose “Sub Octave Bass.”
In this setting, the Pre-Filter and Post-Filter are optimized for octave-doubling beneath the bass.
Sub-Oct. Heavy Bass
Choose “Sub-Oct. Heavy Bass.”
This setting uses Alt-Max rectification to provide more bottom end. Try experimenting with the Mix control and other controls.
Chapter 5: D-Fi 37
Drum Kit Loop
1 Click memory location #2, “Drum Kit Loop.”
Wah Guita r
1 Click memory location #3, “Wah Guitar.”
2 Choose “Sub Kit.”
3 Compare the sound of the processed and un-
processed audio using the Bypass button.
This setting demonstrates how to use sub-octave rectification to enhance low frequencies.
Hat Loop
1 Click memory location #1, “Hat Loop.”
2 Choose “Noise Hat.”
3 Compare the sound of the processed and un-
processed audio using the Bypass button.
This setting demonstrates how Recti-Fi can pro­duce a periodic noise version of the hi-hat signal that varies with the original audio.
4 Adjust the Mix control to hear the signal fully
wet.
5 Adjust the Pre-Filter during playback and lis-
ten to the results. Automating changes in the Pre-Filter frequency can produce useful effects.
2 Choose “Up Octave Wah.”
3 Play the audio.
This setting produces a signal that is an octave higher than the original and adds some interest­ing audio artifacts.
4 Experiment with the Mix control, Pre-Filter,
and Post-Filter then listen to the results.
Slam Kit Loop
1 Click memory location #7, “Slam Kit Loop.”
2 Choose “Trasho Kit.”
3 Play the audio.
This setting illustrates the use of Recti-Fi as a ba­sic sound modifier for percussive sounds.
Digidesign Plug-ins Guide38
chapter 6

DINR

Digidesign Intelligent Noise Reduction™ (DINR) provides Broadband Noise Reduction (BNR).
Provides broadband and narrowband noise re­duction for suppressing such unwanted ele­ments as tape hiss, air conditioner rumble, and microphone preamp noise. BNR is available as a real-time TDM plug-in, and as an AudioSuite plug-in.
DINR LE (available with Pro Tools LE with DV Toolkit™ 2 and Pro Tools LE or Pro Tools M-Powered with Music Production Toolkit only) provides RTAS and AudioSuite versions of the BNR.
The TDM version of Broadband Noise Re­duction is not supported at sample rates above 96 kHz. The AudioSuite version of Broadband Noise Reduction supports 192 kHz.

Broadband Noise Reduction

The Broadband Noise Reduction module (BNR) removes many types of broadband and narrow­band noise from audio material. It is best suited to reducing noise whose overall character doesn’t change very much: tape hiss, air condi­tioner rumble, and microphone preamp noise. In cases where recorded material contains sev­eral types of noise, the audio can be processed repeatedly according to the specific types of noise.
BNR TDM
Chapter 6: DINR 39

How Broadband Noise Reduction Works

The Broadband Noise Reduction module uses a proprietary technique called Dynamic Audio Sig-
nal Modeling
from the digital audio file. Noise is removed with multiple downward expanders that lin­early decrease the gain of a signal as its level falls.
to intelligently subtract the noise
The Contour Line
Once the signal level has fallen below the speci­fied Contour Line (which represents BNR’s threshold), the downward expanders are acti­vated and decrease the gain of the signal as its level falls. Over five hundred individual down­ward expanders are used linearly across the au­dio spectrum to reduce the effects of unwanted noise.
Creating a Noise Signature
The first step in performing broadband noise re­duction is to create what is called a noise signa- ture by selecting and analyzing an example of the noise within the source material. Using this noise signature, a noise contour line is created which is used to define the thresholds for the downward expanders that will perform the broadband noise reduction. The noise contour represents an editable division between the noise and non-noise audio signals.
At the same time, DINR also creates a model of what the non-noise audio signal looks like. DINR then attempts to pull apart these two models, separating the bad from the good—the noise from the desired audio. The noise portion can then be reduced or eliminated.
The noise reduction itself is achieved through the use of multiple downward expanders. The threshold of these expanders is set so that the noise signal will fall below them and be de­creased while the desired audio signal will re­main above them, untouched.
Psychoacoustic Effects of Noise Reduction
One of the psychoacoustic effects associated with broadband noise reduction is that listeners often perceive the loss of noise as a loss of high frequencies. This occurs because the noise in the higher frequency ranges fools the ear into think­ing the original signal has a great deal of energy in that range. Consequently, when the noise is removed it feels as if there has been a loss of high-frequency signal. DINR’s High-Shelf EQ is useful for compensating for this effect. See “High-Shelf EQ” on page 43.
Limitations of Noise Reduction
It is important to understand that there is a cer­tain amount of trade-off inherent in any type of noise reduction system. Implementing noise re­duction means that you have to choose the best balance between the following three things:
The amount of noise removed from the signal
The amount of signal removed from the signal
The number of artifacts added to the signal
Digidesign Plug-ins Guide40
DINR gives you a considerable amount of con­trol over the above three elements, and lets you maximize noise reduction while minimizing sig­nal loss and artifact generation. However, as powerful as it is, DINR does have limitations. In particular, there are two instances in which DINR may not yield significant results:
Cases in which the noise components of the
audio are so prominent that they obscure the ac­tual signal components of the audio.
Cases in which the noise amplitude of a 24-bit
file is less than –96 dB. DINR is not designed to recognize noise that is lower than this level.

Broadband Noise Reduction Controls

The following section describes the Broadband Noise Reduction controls and their use.
Spectral Graph
The Spectral Graph Displays the noise signature and the editable noise Contour Line. The Spec­tral Graph’s horizontal axis shows frequency, which is displayed in Hertz, from 0 Hz to one­half the current audio file’s sample rate. The Spectral Graph’s vertical axis shows amplitude, which is displayed in dB, from 0 dB to –144 dB (below full-scale output of the audio).
The Noise Signature The jagged line is a graph of noise. This is called a noise signature. It is cre­ated when you use the Learn button in the Broadband Noise Reduction window. Once you have the noise signature of an audio file, you will be able to begin removing the noise by gen­erating and editing a threshold or Contour Line (covered next) between the noise and the de­sired audio signal.
Contour Line
The Contour Line The line with a series of square breakpoints is called the noise contour line. The Contour Line is an editable envelope which rep­resents the division between the noise and the non-noise signal in the current audio file. The Contour Line is created by clicking the Fit or Au­toFit button in the Broadband Noise Reduction window after you have learned a section of noise. By moving this envelope up or down, or by moving the individual breakpoints, you can modify which signals are removed and which remain.
The noise modeling process treats audio below the line as mostly noise, and audio above the line as mostly signal. Therefore, the higher you move the Contour Line upwards, the more au­dio is removed. To maximize noise reduction and minimize signal loss, the Contour Line should be above any noise components, but be­low any signal components.
To fine-tune the broadband noise reduction, move breakpoints at different locations along this line to find out which segments remove the noise most efficiently. Editing the Contour Line
Chapter 6: DINR 41
to follow the noise signature as closely as possi­ble will also help maximize noise reduction and minimize signal loss. See “Editing the Contour Line” on page 47.
NR Amount, Response, Release, and Smoothing
Noise Reduction Amount Controls how much the noise signal is reduced. It is calibrated in decibels. A setting of 0 dB specifies no noise re­duction. Increasing negative amounts specify more noise reduction. The default value is 0 dB.
In many cases, as much as 20–30 dB of noise re­duction can be used to good effect. However, be­cause higher amounts of noise reduction can generate unwanted audio artifacts, you may want to avoid setting the NR Amount slider to its maximum value.
Response Adjusts how quickly the downward expanders and noise reduction process responds to the overall changes in the noise in millisec­onds. Depending on the character of the noise, different settings of this control will produce varying amounts of artifacts in the signal, as the modeling process attempts to track the noise signal faster or slower.
The Response speed ranges from 0 ms to 116 ms. A setting of 116 ms (slow) specifies that the modeling process should not attempt to track very fast changes in the noise character. A set­ting of 0 ms (fast) specifies that the modeling process should attempt to follow every change in the noise character very closely.
A faster setting can yield more noise removal, but it may generate more artifacts. This is similar to how a noise gate produces chatter when at­tempting to track highly dynamic material. A slower setting will allow slightly less noise re­moval, but will generate much fewer artifacts.
Release Use in conjunction with the Response slider. It controls how quickly DINR reduces the amount of noise reduction when the amount of noise present in the audio diminishes. Release times range from 0 ms to 116 ms. Like the Re­sponse control, a faster setting can yield more noise removal, but it may also generate artifacts. You may want to avoid setting this control to its slowest position, since it will cause the noise tracking to slow to the point that the other con­trols seem to have no effect.
Smoothing Controls the rate at which noise re­duction occurs once the threshold is crossed. It lets you reduce the audibility of any artifacts generated in the modeling process, at the ex­pense of noise reduction accuracy. This is done by limiting the rate of change of the Response and Release controls to the specified Smoothing setting. As soon as the frequency threshold is reached, the full NR amount value is immedi­ately applied according to Response and Release settings. When the frequency threshold is reached, DINR will ramp to the NR Amount level. Settings range from 0 to 100%. A setting of 0% specifies no smoothing. A setting of 100% specifies maximum smoothing.
Digidesign Plug-ins Guide42
High-Shelf EQ
The High-Shelf EQ (Hi Shelf) is a noiseless filter that can be applied after noise reduction has been performed in order to compensate for a perceived loss of high-frequency content. It is unique because it operates only on the signal, not on any remaining noise. The Freq slider con­trols the center frequency of the filter. Values range from 20 Hz to 22 kHz.
High-Shelf EQ
The Gain slider controls the gain of the filter. Values range from –12 dB to +6 dB. The High­Shelf EQ can be enabled and disabled by clicking the Enable button.
You can also use the High-Shelf EQ to reduce the amount of high frequencies in a signal. This is particularly useful if you are working with older recordings that are band-limited, since the high­frequency content in these is probably made up of noise and not signal.
Learn
Learn
Clicking the Learn button creates a noise signa­ture based on the audio segment currently se­lected on screen. There are two Learn modes: Learn First Audio mode and Learn Last Audio mode.
Learn First Audio Mode Learn First Audio mode is the default Learn mode. It is designed for use with audio that has an identifiable noise-only section that you can locate and pre-select. To use this mode, locate and select the noise-only
portion of the audio, click the Learn button, start playback, and BNR will build a noise signa­ture based on the first 16 milliseconds of audio playback. First Audio Learn mode can be thought of as a trigger-learn mode, since noise capturing is triggered by the first audio that DINR receives.
Learn Last Audio Mode Learn Last Audio mode is designed to let you locate and identify a seg­ment of noise on-the-fly as you listen to audio playback. In this mode, you first Alt-click (Win­dows) or Option-click (Mac) the Learn button, then initiate audio playback. When you hear the portion of audio that contains the noise you want to identify and remove, click the Learn button a second time. BNR will build a noise sig­nature based on the last 16 milliseconds of au­dio playback. The Spectral Graph displays data in real-time in Learn Last Audio mode.
Fit
Fit
The Fit button computes a noise Contour Line with approximately 30 breakpoints to fit the shape of the current noise signature. The Con­tour Line can then be edited to more closely fit the noise signature or to reduce specific fre­quency bands by dragging, adding or deleting breakpoints.
Pressing the Up Arrow or Down Arrow keys on your computer keyboard lets you raise or lower the entire Contour Line, or a selected portion of the Contour Line. The Left/Right arrows lets you move a selection left or right. To select a portion of the Contour Line with multiple breakpoints, Control-drag (Windows) or Command-drag (Mac) to highlight the desired area.
Chapter 6: DINR 43
After you use the Fit function, BNR will auto­matically boost the entire Contour Line 6 dB above the noise signature so that all noise com­ponents of the audio file are below the Contour Line. You may want to adjust the Contour Line downwards as needed to modify the character of the noise reduction.
Super Fit
Super Fit
The Super Fit button creates a noise Contour Line consisting of over five hundred breakpoints in order to follow the shape of the noise signa­ture more precisely.
Scroll Left/Right
Scroll Left/Right
These buttons scroll the Spectral Graph to the left or right, respectively.
To scroll the Spectral Graph (Mac only), use Control-Option-Left Arrow or Control-Op­tion-Right Arrow.
Zoom Out/In
Zoom Out/In
Auto Fit
Auto F it
The Auto Fit function is designed to generate a noise curve for audio that lacks a noise-only por­tion for DINR to learn. Clicking Auto Fit com­putes this generic noise curve based on the points contained within the currently selected audio, then fits the Contour Line to it. To use the Auto Fit function, you must first make a se­lection in the Spectral Graph by Control-drag­ging (Windows) or Command-dragging (Mac).
If the selected audio has both noise and desired sound components, you can generate an ap­proximate noise-only Contour Line by selecting a frequency range that appears to be mostly noise, then pressing the auto fit button. You can then edit the resulting noise Contour Line to op­timize the noise reduction.
Clicking on these buttons zooms in or out of the Spectral Graph. This lets you view and edit the noise contour with greater precision. If you have selected a breakpoint or breakpoints, press Alt+Start+Plus (Windows) or Control+Op­tion+Plus (Mac) to zoom the beginning of the selection to the center of the screen. Press Alt+Start+Minus (Windows) or Control+Op­tion+Minus (Mac) to zoom back out.
Move Breakpoints Up/Down/Left/Right
Move Breakpoints Up/Down/Left/Right
These arrows behave differently depending on whether or not there is a selection of points along the Contour Line.
No Selection: When there is no selection, the Up and Down arrows move the entire Contour Line up or down by 1 dB, respectively, and the Left and Right arrows scroll the display left and right.
Digidesign Plug-ins Guide44
With a Selection: Clicking these buttons moves a selected breakpoint or breakpoints up, down, right, or left. If there is currently a selection in the Spectral Graph, clicking the left and right ar­row buttons will move the selected breakpoints left or right. The Up and Down arrows will move the selected breakpoints up or down, respec­tively. Alt-Start key-clicking (Windows) or Con­trol-Option-clicking (Mac) the Arrow keys on your computer keyboard performs the same function.
Undo
Undo
Clicking the Undo button undoes the last edit to the Spectral Graph Display. The Undo button does not undo changes made to slider positions.

Using Broadband Noise Reduction

Before you start using BNR, take a moment to think about the nature of the noise in your ses­sion and where it’s located: Is it on a single track, or several tracks? Is it a single type of noise, or several different types? The answers to these questions will affect how you use BNR.
If there is a single type of broadband noise on a single track, insert the BNR plug-in onto the track. Solo the track to make it easier hear as you remove the noise. If a single track contains dif­ferent types of noise, you may need to use more than one DINR insert to remove the other types of noise. If multiple tracks contain the same noise, you may want to bus them all to an Aux­iliary Input so you can use a single DINR plug-in insert. This will minimize the amount of DSP you use.
To use Broadband Noise Reduction:
1 From the Insert pop-up on the track with the
noise, select BNR. The Broadband Noise Reduc­tion window appears.
2 In the Edit window, select the noisiest portion
of the track—ideally, a segment with as little of the desired signal as possible. This will make it easier for BNR to accurately model the noise. If the track contains a segment comprised of noise only, select that portion.
3 Do one of the following:
• Start audio playback, and in the Broadband Noise Reduction window, click the Learn button. BNR samples the first 16 millisec­onds of the selected audio and creates its noise signature.
– or –
• Locate and identify noise on the fly, during playback, using BNR’s Learn Last Audio mode. To do this, Alt-click (Windows) or Option-click (Mac) the Learn button. Begin playback, and when you hear the segment that you want DINR to sample as noise, click Learn a second time. BNR will build a noise signature based on the 16 millisec­onds of audio immediately preceding the second click.
4 Click Fit. BNR will fit a Contour Line to the
noise signature just created. If you want to cre­ate a Contour Line that follows the noise signa­ture even more precisely, click the Super Fit button. A Contour Line with five hundred breakpoints is created.
5 To audition the effects of the noise reduction
interactively, in the Edit window, select a por­tion of audio containing the noise. Then select Loop Playback from Pro Tools’ Options menu and press the Spacebar to begin looped audio playback.
Chapter 6: DINR 45
6 Adjust the NR amount slider to reduce the
noise by the desired amount. To compare the audio with and without noise reduction, click the Bypass button.
7 To fine-tune the effects of the noise reduction,
adjust the Response, Release, and Smoothing sliders to achieve optimal results.
8 To further increase noise reduction, edit the
Contour Line. The quickest way to do this is to move the entire Contour Line upwards. In the Spectral Graph, Control-drag (Windows) or Command-drag (Mac) to select the entire wave­form range. Then click the Move Breakpoint Up button. The higher you move the Contour Line above the noise signature, the more noise is re­moved. See “Editing the Contour Line” on page 47.
9 If you feel that some of high end frequencies
of the audio have been lost due to the noise re­duction process, try using the High-Shelf EQ to compensate. To do this, click BNR’s Hi Shelf but­ton and adjust the frequency and gain sliders until you are satisfied with the results.
If you are happy with the results of the noise re­duction, use the Settings and Librarian menus to save the settings so that you can use them again in similar sessions.
To enable Learn Last Audio mode, Alt-click (Windows) or Option-click (Mac) the Learn button. This button flashes red when armed for Learn Last Audio mode. When you hear the target noise, click
Learn a second time.

Performing Noise Reduction on Audio that Lacks a Noise-Only Portion

Ideally, audio that you want to perform noise re­duction on will have a noise-only portion at the beginning or end of the recording that DINR can analyze and learn. Unfortunately this is not always the case, and in many recordings some amount of signal is always mixed with the noise. Obviously, analyzing such audio will produce a noise signature that is based partially on signal. Luckily, DINR has provisions for cases such as this, and this is where the Auto Fit feature comes in.
If your audio file lacks a noise-only portion for DINR to analyze, you can still obtain reasonable results by selecting and learning a segment of audio that has a relatively low amount of signal and a high amount of noise (as in a quiet pas­sage). By then selecting a frequency range of the noise signature and using the Auto Fit function to generate a generic noise curve, you can re­compute the Contour Line based on this selec­tion.
Some editing of the newly generated Contour Line will probably be necessary to yield opti­mum results, since it is not based entirely on noise from your audio file. See “Editing the Con­tour Line” on page 47.
Digidesign Plug-ins Guide46
To generate a Contour Line for audio that lacks a noise-only portion:
1 In the Edit window, select a segment of audio
with a relatively low amount of signal and a high amount of noise.
2 Click the Inserts pop-up on the track with the
noise and select BNR. The Broadband Noise Re­duction window appears.

Editing the Contour Line

One of the most effective ways to fine-tune the effects of broadband noise reduction is to edit the Contour Line. The Contour Line treats audio below the line as mostly noise, and audio above the line as mostly signal. Therefore, the higher your move the Contour Line upwards, the more audio is removed.
3 Click the Learn button to create a preliminary
noise signature.
4 Click the Fit button to fit a Contour Line to it.
5 In BNR’s Spectral Graph, Control-drag (Win-
dows) or Command-drag (Mac) to make a selec­tion. Select points where the high-frequency noise components are most evident. In general, the flatter areas of the Spectral Graph, are better, since they represent quieter areas where there is probably less signal and more noise.
6 Click the Auto Fit button. DINR computes a
generic noise curve and corresponding Contour Line based on your selection. If you want to re­move the selection in the Spectral Graph Dis­play, Control-click (Windows) or Command­click (Mac) once.
7 Follow the steps given in the previous section
removing the noise using the NR Amount slider and other controls.
8 Since the Contour Line is not based entirely
on noise from your audio file, you may also want to edit its envelope in order to fine-tune the noise reduction. See “Editing the Contour Line” on page 47.
To maximize noise reduction and minimize sig­nal loss, the Contour Line should be above any noise components, but below any signal compo­nents. To fine-tune the broadband noise reduc­tion, try moving individual breakpoints at dif­ferent locations along this line to find out which segments remove the noise most efficiently. For more dramatic results, try moving the entire Contour Line upwards. One drawback of the lat­ter technique is that it will typically remove a considerable amount of signal along with the noise.
Remember that high-frequency noise compo­nents are typically more evident in the flatter, lower amplitude areas of the Spectral Graph. Try editing the Contour Line in these areas first.
To hear the changes you make to the Contour Line in real time:
1 Select the target audio in Pro Tools’ Edit win-
dow. Make sure the selection is at least a second or two in length. If the selection is too short, you won’t be able to loop playback.
2 Select Options > Loop Playback.
3 Begin playback.
Noise components on the Spectral Graph
Chapter 6: DINR 47
To edit the Contour Line:
1 To move a breakpoint, click directly on it and
drag it to the desired position. Moving a break­point higher increases noise reduction at that range. Moving a breakpoint lower decreases noise reduction at that range.
Dragging a breakpoint
2 To move multiple breakpoints, Control-drag
(Windows) or Command-drag (Mac) to select the desired breakpoints. Click the appropriate Move Breakpoint button (below the Spectral Graph) to move the selected breakpoints in 1 dB increments. Control-Shift-drag (Windows) or Command-Shift-drag (Mac) to extend your se­lection.
4 To create a new breakpoint, click on the Con-
tour Line.
5 To delete a breakpoint, Alt-click (Windows) or
Option-click (Mac) the breakpoint. As long as you click and hold the mouse, you will delete all breakpoints that the cursor passes over.

Using BNR AudioSuite

BNR AudioSuite is identical to the real-time ver­sion of BNR, with the addition of two features to enhance the noise reduction process. These fea­tures are:
Audition Lets you listen specifically to the noise portion being removed from the target material. This makes it easier to fine-tune noise reduction settings to maximize noise reduction and mini­mize signal loss.
Post-Processing Applies post-processing to the audio file to help remove undesirable artifacts that are a result of noise reduction.
Moving selected breakpoints
3 To move the entire Contour Line, Control-
drag (Windows) or Command-drag (Mac) to se­lect the entire range. Click the appropriate Move Breakpoint button (below the Spectral Graph) to move the selected breakpoints in 1 dB incre­ments. The higher you move the Contour Line above the noise signature, the more noise is re­moved.
Digidesign Plug-ins Guide48
To enable either of these features, click the cor­responding button. To disable them, click again.
BNR AudioSuite
To process a region with the BNR AudioSuite plug-in:
1 Select the desired regions in the target tracks
or the Audio Regions List. Only tracks and re­gions that are selected will be processed.
2 From the Pro Tools AudioSuite menu, choose
BNR.
3 Click Learn to capture the noise signature of
the selected material. If you have selected more than one track or region, BNR will build the noise signature based on the first selected track or region when used in Mono mode, or the first two selected track or region when used in Stereo mode.
4 Click Fit or Super Fit to create a Contour Line
that matches the noise signature.
5 Click Preview to begin playback of the selected
material.
6 Adjust BNR controls and fine-tune the noise
reduction using the techniques explained above (See “Using Broadband Noise Reduction” on page 45.)
7 To hear the noise components that are being
removed, click Audition. Adjusting BNR’s con­trols while toggling this on and off will let you fine-tune the noise reduction. It also lets you hear exactly how much signal is being removed with the noise, and adjust your controls accord­ingly.
8 If unwanted artifacts are generated by the
noise reduction process, click Post-processing. For best results, set the Response and Release controls to zero.
To begin AudioSuite processing:
1 Adjust the AudioSuite File controls. These set-
tings will determine how the file is processed and what effect the processing will have on the original regions. Here are some guidelines:
Decide where the selected region should be
processed:
• To process the selected region only in the track in which it appears, choose Playlist from the Selection Reference pop-up.
– or –
• To process the selected region in the Audio Regions List only, choose Region List from this pop-up.
Decide if you want to update every occurrence
of the selection region:
• To process and update every occurrence of the selected region throughout your ses­sion, enable the Use In Playlist button (and also choose Region List from the Selection Reference pop-up).
– or –
• If you do not want to update every occur­rence of the selected region, disable the Use In Playlist button.
If you have selected multiple regions for pro-
cessing and want to create a new file that con­nects and consolidates all of these regions together, choose Create Continuous File from the File mode pop-up menu.
BNR AudioSuite does not allow destructive processing, so the Overwrite Files option is not available in the File mode pop-up menu.
2 From the Destination Track pop-up, choose
the destination for the replacement audio.
3 Click Process.
Chapter 6: DINR 49
Digidesign Plug-ins Guide50
chapter 7

Impact

Impact is a high-quality compressor plug-in that provides critical control over the dynamic range of audio signals. Impact is a real-time TDM plug­in with the look and sound of a mixing con­sole’s stereo-bus compressor.
Impact provides support for 192 kHz,
176.4 kHz, 96 kHz, 88.2 kHz, 48 kHz, and
44.1 kHz sessions.
Impact provides support for mono, stereo, and all Pro Tools-supported multichannel audio for­mats.
Impact requires one or more HD Accel cards.

Using the Impact Compressor

Compressors reduce the dynamic range of audio signals that exceed a user-selectable threshold by a specific amount. This is accomplished by reducing output levels as input levels increase above the threshold.
The amount of output level reduction that Im­pact applies as input levels increase is referred to as the compression ratio. This parameter is adjust- able in discrete increments. If you set the com­pression ratio to 2 (a ratio of 2:1), for each 2 dB that the signal exceeds the threshold, the output will increase only by 1 dB. With a setting of 4 (a ratio of 4:1), an 8 dB increase in input will pro­duce only a 2 dB increase in output.
Impact plug-in
Chapter 7: Impact 51

Side-Chain Processing

Attack

Compressors generally use the detected ampli­tude of their input signal as a control source. However, you can also use other signals, such as a separate reference track or an external audio signal as a control source. This is known as side- chain processing.
Side-chain processing lets you control Impact compression using an independent audio signal (typically, another Pro Tools track). In this way you can compress the audio of one track using the dynamics of a different audio track.
The reference track or external audio source used for triggering side-chain processing is re­ferred to as the Key Input.
See “Using a Key Input for External Side­Chain Processing” on page 55 for instruc­tions on setting up and using a key input.

Impact Parameters

Ratio

Ratio sets the compression ratio. If the ratio is set to 2:1 for example, it will compress changes in signals above the threshold by one half. This control provides four fixed compression ratios, 2:1, 4:1, 10:1, and 20:1. Selecting 2:1 applies very light compression; selecting 20:1 applies heavy compression, bordering on limiting.
Attack sets the compressor attack time. To use compression most effectively, the attack time should be set so that signals exceed the thresh­old level long enough to cause an increase in the average level. This helps ensure that gain reduc­tion does not decrease the overall volume. The range of this control is from 0.1 ms to 30.0 ms.
Attack

Threshold

Threshold sets the decibel level that a signal must exceed for Impact to begin applying com­pression. Signals that exceed the Threshold will be compressed by the amount of gain reduction set with the Ratio control. Signals that are below the Threshold will be unaffected. The range of the Threshold control is from –70 dB to –0 dB. A setting of –0 dB is equivalent to no compression.
Threshold
Ratio
Digidesign Plug-ins Guide52

Release

Release controls the length of time it takes for the compressor to be fully deactivated after the input signal drops below the threshold level. In general, this setting should be longer than the attack time and long enough that if signal levels repeatedly rise above the threshold, they cause gain reduction only once. If the release time is too long, a loud segment of audio material could cause gain reduction to persist through a low­volume segment (if one follows). Setting this control to its maximum value, Auto, selects a re­lease time that is program dependent, based on the audio being processed. The range of this control is from 20 milliseconds to 2.5 seconds.

Make-Up

Applying large amounts of Make-Up gain will boost the level of any noise or hiss present in audio material, making it more audible.

External On/Off

External On/Off enables and disables side-chain processing. With side-chain processing you can trigger compression from a separate reference track or external audio source. The source used for triggering side-chain processing is referred to as the Key Input.
Release
Make-Up
Make-Up adjusts the overall output gain. Be­cause large amounts of compression can restrict dynamic range, the Make-Up control is useful for compensating for heavily compressed sig­nals and making up the resulting difference in level. When Impact is used on stereo or multi­channel tracks, the Make-Up control determines master output levels for all channels. The range of this control is from 0 dB of attenuation to +40 dB of gain.
See “Using a Key Input for External Side­Chain Processing” on page 55 for instruc­tions on setting up and using a key input.
External On/Off
Chapter 7: Impact 53

Listen On/Off

click here to toggle between input and output meters
clip indicator
Key Listen On/Off enables and disables audi­tioning of the Key Input (the reference track or external audio source used for triggering side­chain processing). This is useful for fine-tuning Impact’s compression settings to the Key Input.
Output meters (5.1 surround format shown)
Listen On/Off

Gain Reduction Meter

The Gain Reduction meter is an analog-style meter that indicates the amount of gain reduc­tion in dB. The range of this meter is from 0 dB to 40 dB. The gain reduction meter displays the amount of gain reduction linearly from 0–20 db, and non-linearly from 20–40 dB.
Gain Reduction meter

Input/Output Meters

The Input/Output meters indicate input and output signal levels in dB. When Impact is used in mono or stereo, both input and output meters are displayed. When Impact is used in a multichannel format, only output meters are displayed by default. You can toggle the meter display to show only input meters by clicking the blue-green rectangle at the lower right of the meter display.
A red clip indicator appears at the top of each meter. Clicking a clip indicator clears it. Alt­clicking (Windows) or Option-clicking (Mac) clears the clip indicators on all channels.
Input/Output meters (mono shown)
Input/Output meters (stereo shown)
Digidesign Plug-ins Guide54

Using a Key Input for External Side-Chain Processing

Impact provides side-chain processing capabili­ties. Side-chain processing lets you control Im­pact compression using an independent audio signal (typically, another Pro Tools track). In this way you can compress the audio of one track using the dynamics of a different audio track.
A typical use for side-chain processing is to con­trol the dynamics of one audio signal using the dynamics of another signal (referred to as the Key Input). For example, you could use a lead vocal track to trigger compression of a back­ground vocal track so that their dynamics match.
To use a Key Input signal for side-chain processing:
1 Click the Send button and select a bus path for
the audio track or Auxiliary Input you want to use as the side-chain signal.
2 From Impact’s Key Input menu, select the in-
put or bus path carrying the audio you want to use as the side-chain signal to trigger Impact compression. The Key Input source must be monophonic.
Selecting a Key Input
3 To activate external side-chain processing,
click Ext.
4 Begin playback. Impact uses the input or bus
that you selected as a Key Input to trigger its ef­fect.
5 If you want to hear the audio source you have
selected as the side-chain input, click Listen. (To stop listening to the side-chain input, click Lis­ten again.)
Remember to disable Listen to resume nor­mal plug-in monitoring.
6 Adjust Impact’s Threshold parameter to fine-
tune Key Input triggering.
7 Adjust other parameters to achieve the desired
effect.
Chapter 7: Impact 55
Digidesign Plug-ins Guide56
chapter 8

Maxim

Maxim is a unique and powerful peak-limiting and sound maximizing plug-in provided in TDM, RTAS, and AudioSuite formats. Maxim is ideal for critical mastering applications, as well as standard peak-limiting tasks.
Maxim offers several critical advantages over traditional hardware-based limiters. Most signif­icantly, Maxim takes full advantage of the ran­dom-access nature of disk-based recording to anticipate peaks in audio material and preserve their attack transients when performing reduc­tion.
This makes Maxim more transparent than con­ventional limiters, since it preserves the charac­ter of the original audio signal without clipping peaks or introducing distortion.
The multichannel TDM version of Maxim is not supported at 192 kHz. Use the multi­mono TDM or RTAS version instead.
Maxim features include:
“Perfect attack-limiting” through look-ahead
analysis accurately preserves transient attacks and the character of original program material.
A full-color histogram plots input dB history
during playback and provides visual feedback for setting threshold level.
A user-adjustable ceiling lets material be level-
optimized for recording.
Dither for noise shaping during the final mix-
down.
• Online Help (accessed by clicking a control name) provides descriptions of each control.
Maxim
Chapter 8: Maxim 57

About Peak Limiting

Peak limiting is an important element of audio production. It is the process of preventing signal peaks in audio material from clipping by limit­ing their dynamic range to an absolute, user-se­lectable ceiling and not letting them exceed this ceiling.
Limiters let you select a threshold in decibels. If an audio signal peak exceeds this threshold, gain reduction is applied, and the audio is atten­uated by a user-selectable amount.
Limiting has two main uses in the audio produc­tion cycle:
• Adjusting the dynamic range of an entire final mixdown for premastering purposes
• Adjusting the dynamic range of individual in­struments for creative purposes

Limiting a Mixdown

The purpose of applying limiting during final mixdown is to flatten any large peaks remaining in the audio material to have a higher average signal level in the final mix. By flattening peaks that would otherwise clip, it is possible to in­crease the overall level of the rest of the mix. This results in higher average audio levels, po­tentially better signal to noise ratio, and a smoother mix.

Limiting Individual Instruments

The primary purpose of applying limiting to in­dividual instruments is to alter their dynamic range in subtle or not-so-subtle ways. A com­mon application of this type of limiting is to modify the character of drums. Many engineers do this by applying heavy limiting to flatten the snap of the attack portion of a drum hit. By ad­justing the release time of the limiter it is possi­ble to bring up room tone contained in the de­cay portion of the drum sound.
In some cases, this type of limiting can actually change a drum’s character from a very dry sound to a relatively wet sound if there is enough room tone present. This method is not without its drawbacks, however, since it can also bring noise levels up in the source audio if present.
Digidesign Plug-ins Guide58

How Maxim Differs From Conventional Limiters

Maxim is superior to conventional limiters in several ways. Unlike traditional limiters, Maxim has the ability to anticipate signal peaks and re­spond instantaneously with a true zero attack time.
Maxim does this by buffering audio with a 1024­sample delay while looking ahead and analyzing audio material on disk before applying limiting. Maxim can then instantly apply limiting before a peak builds up. The result is extremely trans­parent limiting that faithfully preserves the at­tack transients and retains the overall character of the original unprocessed signal.
In addition, Maxim provides a histogram, that displays the distribution of waveform peaks in the audio signal. This provides a convenient vi­sual reference for comparing the density of waveform peaks at different decibel levels and choosing how much limiting to apply to the material.
The TDM version of Maxim introduces 1028 samples of delay at 48 kHz into any processed signal. The RTAS version of Maxim introduces 1024 samples of delay. These delays will increase proportionally at higher sample rates. To preserve phase syn­chronicity between multiple audio sources when Maxim is only applied to one of these sources, use Delay Compensation, or the DigiRack Time Adjuster plug-in to compen­sate.

Maxim Controls and Meters

Maxim features the following controls and indi­cators:

Input Level Meter

This meter displays the amplitude of input sig­nals prior to limiting. Unlike conventional meters, Maxim’s input meter displays the top 24 dB of dynamic range of audio signals, which is where limiting is typically performed. This provides you with much greater metering reso­lution within this range so that you can work with greater precision.

Histogram

The histogram displays the distribution of wave­form peaks in the audio signal. This graph is based on audio playback. If you select and play a short loop, the histogram is based on that data. If you select and play a longer section, the histo­gram is based on that. Maxim holds peak data until you click the histogram to clear it.
The histogram provides a visual reference for comparing the density of waveform peaks at dif­ferent decibel levels. You can then base limiting decisions on this data.
The X axis of the histogram shows the number of waveform peaks occurring at specific dB lev­els. The Y axis shows the specific dB level at which these peaks occur. The more waveform peaks that occur at a specific dB level, the longer the X-axis line. If there appears to be a pro­nounced spike at a certain dB level (4 dB for ex­ample), it means that there are a relatively large number of waveform peaks occurring at that level. You can then use this information to de­cide how much limiting to apply to the signal.
Chapter 8: Maxim 59
By dragging the Threshold slider downwards,
dB level of waveform peaks
density of waveform peaks at each level
you can visually adjust the level at which limit­ing will occur. Maxim displays the affected range in orange.
Histogram

Threshold Slider

This slider sets the threshold level for limiting. Signals that exceed this level will be limited. Sig­nals below it will be unaffected. Limited signal peaks are attenuated to match the threshold level, so the value that you set here will deter­mine the amount of reduction applied.

Output Meter

This meter displays the amplitude of the output signal. The value that appears here represents the processed signal after the threshold, ceiling, and mixing settings have been applied.

Attenuation Meter

This meter displays the amount of gain reduc­tion being applied over the course of playback, with the maximum peak displayed in the nu­meric readout at the bottom of the meter. For example, if the numerical display at the bottom of the Attenuation meter displays a value of 4 dB, it means that 4 dB of limiting has oc­curred. Since this is a peak-hold readout, you can temporarily walk away from a session dur­ing playback and still know the maximum gain reduction value when you come back. To clear the numeric readout, click it with the mouse.

Release Slider

This slider sets how long it takes for Maxim to ease off of its attenuation after the input signal drops below the threshold level. Because Maxim has an attack time of zero milliseconds, the re­lease slider has a very noticeable effect on the character of limiting. In general, if you are using heavy limiting, you should use proportionally longer release times in order to avoid pumping that may occur when Maxim is forced to jump back and forth between limited and unlimited signal levels. Lengthening the release time has the effect of smoothing out these changes in level by introducing a lag in the ramp-up or ramp-down time of attenuation. Use short re­lease times on material with peaks that are rela­tively few in number and that do not occur in close proximity to each other. The Release con­trol has a default value of 1 millisecond.

Ceiling Slider

This slider determines the maximum output level. After limiting is performed you can use this slider to adjust the final output gain. The value that you set here will be the absolute ceil­ing level for limited peaks.
Digidesign Plug-ins Guide60

Mix Slider

Link button

This slider sets the ratio of dry signal to limited signal. In general, if you are applying Maxim to a main output mix, you will probably want to set this control to 100% wet. If you are applying heavy limiting to an individual track or element in a mix to modify its character, this control is particularly useful since it lets you add precisely the desired amount of the processed effect to the original signal.
Link Button
When depressed, this button (located between the Threshold and Ceiling numeric readouts) links the Threshold and Ceiling controls. These two sliders will then move proportionally to­gether. As you lower the Threshold control, the Ceiling control is lowered as well. When these controls are linked you can conveniently com­pare the effect of limiting at unity gain by click­ing the Bypass button.
Link button

Dither Button

When selected, this applies dither. Dither is a form of randomized noise used to minimize quantization artifacts in digital audio systems. Quantization artifacts are most audible when the audio signal is near the low end of its dy­namic range, such as during a quiet passage or fade-out.
Applying dither helps reduce quantization noise that can occur when you are mixing from a 24­bit TDM environment to a 16-bit destination, su ch as C D-R or DA T. I f you are usi ng Maxim on
a Master Fader during mixdown, Maxim’s built­in dither function saves you the trouble and DSP resources of having to use a separate Dither plug-in.
If Dither is disabled, the Noise Shaping and Bit Resolution controls will have no effect.

Noise Shaping

When selected, this applies noise-shaped dither. Noise shaping biases the dither noise to less au­dible high frequencies so that it is not as readily perceived by the ear. Dither must be enabled in order to use Noise Shaping.

Bit Resolution Button

These buttons select dither bit resolution. In general, set this control to the maximum bit res­olution of your destination media.
16-bit is recommended for output to digital
devices such as DAT recorders and CD recorders since they have a maximum resolution of 16­bits.
18-bit is recommended for output to analog
devices if you are using an 888 I/O or 882 I/O Audio Interface since the 18-bit setting lets you obtain the maximum quality available from the 18-bit digital-to-analog converters of these de­vices.
20-bit is recommended for output to digital
devices that support a full 20-bit recording data path. Use this setting for output to analog de­vices using an 882|20 I/O Audio Interface. It is also recommended for use with digital effects devices that support 20-bit input and output, since it provides for a lower noise floor and greater dynamic range when mixing 20-bit sig­nals directly into the TDM environment.
Chapter 8: Maxim 61

Using Maxim

Following are suggestions for using Maxim most effectively.
In general, a value of 0.5 dB or so is a good max­imum ceiling. Don’t set the ceiling to zero, since the digital-to-analog convertors on some DATs and CD players will clip at or slightly below zero.
To use Maxim:
1 Insert Maxim on the desired track.
2 Select the portion of the track containing the
most prominent audio peaks.
3 Loop playback and look at the data displayed
by the histogram and attenuator meter.
4 Select the Link button to link the Threshold
and Ceiling controls. You can then adjust these controls together proportionally and, using the Bypass button, compare the audio with and without limiting.
5 Adjust the Threshold downwards until you
hear and see limiting occur, then bring the Threshold back up slightly until you have roughly the amount of limiting you want.
6 Periodically click and clear the attenuation
meter to check attenuation. In general, applying 2 dB to 4 dB of attenuation to occasional peaks in pop-oriented material is appropriate.
7 Use the Bypass button to compare the pro-
cessed and unprocessed sound and to check if the results are acceptable.
8 Avoid pumping effects with heavier limiting
by setting the Release slider to longer values.
9 When you get the effect you want, deselect
the Link button and raise the output level with the Ceiling slider to maximize signal levels with­out clipping.
If you are using Maxim on an output mix that will be faded out, enable the dithering options you want to improve the signal per­formance of the material as it fades to lower amplitudes.

Maxim and Mastering

If you intend to deliver audio material as a 24­bit audio file on disk for professional mastering, be aware that many mastering engineers prefer material delivered without dither or level opti­mization.
Mastering engineers typically want to receive audio material as undisturbed as possible in or­der to have leeway to adjust the level of the ma­terial relative to other material on a CD. In such cases, it is advisable to apply only the limiting that you find creatively appropriate—adding a little punch to certain instruments in the mix, for example.
However, if you intend to output the material to DAT or CD-R, use appropriate limiting and add dither. Doing so will optimize the dynamic range and preserve the activity of the lower, or least significant bits in the audio signal, smoothly dithering them into the 16-bit output.
Digidesign Plug-ins Guide62
chapter 9

Reverb One

Reverb One is a world-class reverb processing TDM plug-in. It provides a level of sonic quality and reverb-shaping control previously found only on the most advanced hardware reverbera­tion units.
A set of unique, easy-to-use audio shaping tools lets you customize reverb character and ambi­ence to create natural-sounding halls, vintage plates, or virtually any type of reverberant space you can imagine.

A Reverb Overview

Digital reverberation processing can simulate the complex natural reflections and echoes that occur after a sound has been produced, impart­ing a sense of space and depth—the signature of an acoustic environment. When you use a rever­beration plug-in such as Reverb One, you are ar­tificially creating a sound space with a specific acoustic character.
Reverb One features include:
•Editable Reverb EQ graph
• Editable Reverb Color graph
• Reverb Contour graph
• Dynamic control of reverb decay
• Chorusing
• Early reflection presets
• Extensive library of reverb presets
• Supports 44.1 khz, 48 kHz, 88.2 kHz, and 96 kHz processing.
For sessions with a sample rate greater than 96 kHz, Reverb One will downsample and upsample accordingly.
This character can be melded with audio mate­rial, with the end result being an adjustable mix of the original dry source and the reverberant wet signal. Reverberation can take relatively life­less mono source material and create a stereo acoustic environment that gives the source a perceived weight and depth in a mix.

Creating Unique Sounds

In addition, digital signal processing can be used creatively to produce reverberation characteris­tics that do not exist in nature. There are no rules that need to be followed to produce inter­esting treatments. Experimentation can often produce striking new sounds.
Chapter 9: Reverb One 63

Acoustic Environments

When you hear live sound in an acoustic envi­ronment, you generally hear much more than just the direct sound from the source. In fact, sound in an anechoic chamber, devoid of an acoustic space’s character, can sound harsh and unnatural.
Each real-world acoustical environment, from a closet to a cathedral, has its own unique acous­tical character or sonic signature. When the re­flections and reverberation produced by a space combine with the source sound, we say that the space is excited by the source. Depending on the acoustic environment, this could produce the warm sonic characteristics we associate with re­verberation, or it could produce echoes or other unusual sonic characteristics.

Reverb Character

The character of a reverberation depends on a number of things. These include proximity to the sound source, the shape of the space, the ab­sorptivity of the construction material, and the position of the listener.
The loudness of later reflections combined with a large pre-delay can contribute to the percep­tion of largeness of an acoustical space. Early re­flections are followed by reverberation and re­petitive reflections and attenuation of the original sound reflected from walls, ceilings, floors, and other objects. This sound provides a sense of depth or size.
Reverb One provides control over these rever­beration elements so that extremely natural­sounding reverb effects can be created and ap­plied in the Pro Tools mix environment.

Reverb One Controls

Reverb One has a variety of controls for produc­ing a wide range of reverb effects. Controls can be adjusted by dragging their sliders or typing values directly in their text boxes.

Reflected Sound

In a typical concert hall, sound reaches the lis­tener shortly after it is produced. The original di­rect sound is followed by reflections from the ceiling or walls. Reflections that arrive within 50 to 80 milliseconds of the direct sound are called
early reflections. Subsequent reflections are called late reverberation. Early reflections provide a
sense of depth and strengthen the perception of loudness and clarity. The delay time between the arrival of the direct sound and the beginning of early reflections is called the pre-delay.
Digidesign Plug-ins Guide64
Reverb One

Editing Graph Values

In addition to the standard slider controls, the Reverb EQ and Reverb Color graph settings can be adjusted by dragging elements of the graph display.
To cut or boost a particular band:
Drag a yellow breakpoint up or down.
To adjust frequency or crossover:
HF Cut/HF Damp
Band Cut/Boost
Frequency/CrossoverFrequency/Crossover Frequency/Crossover
Drag a triangular slider right or left.
To adjust high-frequency cut or damp:
Drag the yellow dot right or left.
Adjusting graph controls

Dynamics Controls

The Dynamics section has controls for adjusting Reverb One’s response to changes in input sig­nal level.
Dynamics can be used to modify a reverb’s de­cay character, making it sound more natural, or conversely, more unnatural, depending on the desired effect.
Typically, dynamics are used to give a reverb a shorter decay time when the input signal is above the threshold, and a longer decay time when the input level drops below the threshold.
This produces a longer, more lush reverb tail and greater ambience between pauses in the source audio, and a shorter, clearer reverb tail in sections without pauses.

Master Mix Controls

The Master Mix section has controls for adjust­ing the relative levels of the source signal and the reverb effect, and also the width of the re­verb effect in the stereo field.
Master Mix section
Wet/Dr y Adjusts the mix between the dry, un­processed signal and the reverb effect.
Stereo Width Controls the width of the reverb in the stereo field. A setting of 0% produces a mono reverb. A setting of 100% produces maxi­mum spread in the stereo field.
100% Wet Toggles the Wet/Dry control between 100% wet and the current setting.
For example, on a vocal track, use Dynamics to make the reverb effect tight, clear, and intelligi­ble during busy sections of the vocal (where the signal is above the Threshold setting), and then “bloom” or lengthen at the end of a phrase (where the signal falls below the threshold).
Similarly, Dynamics can be used on drum tracks to mimic classic gated reverb effects by causing the decay time to cut off quickly when the input level is below the threshold.
To hear examples of decay dynamics, load one of the Dynamics presets with the Librar­ian.
Dynamics section
Chapter 9: Reverb One 65
Decay Ratio Controls the ratio by which reverb time is increased when a signal is above or below the Threshold level. Dynamics behavior differs when the Decay Ratio is set above or below 1. A ratio setting of greater than 1 increases reverb time when the signal is above the threshold. A ratio setting of less than 1 increases a reverb’s time when the signal is below the threshold.
For example, if Decay Ratio is set to 4, the reverb ti me is incre ased by a fa ctor of 4 when t he si gnal is above the threshold level. If the ratio is 0.25, reverb time is increased by a factor of 4 when the signal is below the Threshold level.
Threshold Sets the input level above or below which reverb decay time will be modified.

Chorus Controls

The Chorus section has controls for setting the depth and rate of chorusing applied to a reverb tail. Chorusing thickens and animates sounds by adding a delayed, pitch-modulated copy of an audio signal to itself.
Depth Controls the amplitude of the sine wave generated by the LFO (low frequency oscillator) and the intensity of the chorusing. The higher the setting, the more intense the modulation.
Rate Controls pitch modulation frequency. The higher the setting, the more rapid the chorus­ing. Setting the Rate above 20 Hz can cause fre­quency modulation to occur. This will add side­band harmonics and change the reverb’s tone color, producing some very interesting special effects.

Reverb Controls

The Reverb section has controls for the various reverb tail elements, including level, time, at­tack, spread, size, diffusion, and pre-delay. These determine the overall character of the re­verb.
Chorusing produces a more ethereal or spacey reverb character. It is often used for creative ef­fect rather than to simulate a realistic acoustic environment.
To hear examples of reverb tail chorusing, load one of the Chorus presets with the Li­brarian.
Chorus section
Digidesign Plug-ins Guide66
Reverb section
Level Controls the output level of the reverb tail. When set to 0%, the reverb effect consists en­tirely of the early reflections (if enabled).
Time Controls the rate at which the reverbera­tion decays after the original direct signal stops. The value of the Time setting is affected by the Size setting. You should adjust the reverb Size
setting before adjusting the Time setting. If you set Time to its maximum value, infinite rever­beration is produced. The HF Damping and Re­verb Color controls also affect reverb Time.
Attack Attack determines the contour of the re­verberation envelope. At low Attack settings, re­verberation builds explosively, and decays quickly. As Attack value is increased, reverbera­tion builds up more slowly and sustains for the length of time determined by the Spread setting.
When Attack is set to 50%, the reverberation en­velope emulates a large concert hall (provided the Spread and Size controls are set high enough).
Spread Controls the rate at which reverberation builds up. Spread works in conjunctions with the Attack control to determine the initial con­tour and overall ambience of the reverberation envelope.
Low Spread settings result in a rapid onset of re­verberation at the beginning of the envelope. Higher settings lengthen both the attack and buildup stages of the initial reverb contour.
Size Determines the rate of diffusion buildup and acts as a master control for Time and Spread within the reverberant space.
Size values are given in meters and can be used to approximate the size of the acoustic space you want to simulate. When considering size, keep in mind that the size of a reverberant space in meters is roughly equal to its longest dimen­sion.
Diffusion Controls the degree to which initial echo density increases over time. High Diffusion settings result in high initial buildup of echo density. Low Diffusion settings cause low initial buildup.
After the initial echo buildup, Diffusion contin­ues to change by interacting with the Size con­trol and affecting the overall reverb density. Use high Diffusion settings to enhance percussion. Use low or moderate settings for clearer, more natural-sounding vocals and mixes.
Pre-Delay Determines the amount of time that elapses between the original audio event and the onset of reverberation. Under natural condi­tions, the amount of Pre-delay depends on the size and construction of the acoustic space, and the relative position of the sound source and the listener. Pre-delay attempts to duplicate this phenomenon and is used to create a sense of dis­tance and volume within an acoustic space. Long Pre-Delay settings place the reverberant field behind rather than on top of the original audio signal.
For an interesting musical effect, set the Pre­Delay time to a beat interval such as 1/8, 1/16, or 1/32 notes.

Early Reflection Controls

The Early Reflections section has controls for the various early reflection elements, including ER setting, level, spread, and delay.
Calculating Early Reflections
A particular reflection within a reverberant field is usually categorized as an early reflection. Early reflections are usually calculated by measuring the reflection paths from source to listener. Early reflections typically reach the listener within 80 milliseconds of the initial audio event, depending on the proximity of reflecting surfaces.
Chapter 9: Reverb One 67
Simulating Early Reflections
Different physical environments have different early reflection signatures that our ears and brain use to pinpoint location information. These reflections influence our perception of the size of a space and where an audio source sits within it. Changing early reflection characteris­tics changes the perceived location of the re­flecting surfaces surrounding the audio source.
This is commonly accomplished in digital rever­beration simulations by using multiple delay taps at different levels that occur in different po­sitions in the stereo spectrum (through pan­ning). Long reverberation generally occurs after early reflections dissipate.
Reverb One provides a variety of early reflec­tions models. These let you quickly choose a ba­sic acoustic environment, then tailor other re­verb characteristics to meet your precise needs.
Early Reflections section
ER Settings Selects an early reflection preset. These range from realistic rooms to unusual re­flective effects. The last five presets (Plate, Build, Spread, Slapback and Echo) feature a nonlinear response.
Early reflection presets include:
• Room: Simulates the center of a small room without many reflections.
• Club: Simulates a small, clear, natural-sound­ing club ambience.
• Stage: Simulates a stage in a medium-sized hall.
• Theater: Simulates a bright, medium- sized hall.
• Garage: Simulates an underground parking garage.
• Studio: Simulates a large, live, empty room.
• Hall: Places the sound in the middle of a hall with reflective, hard, bright walls.
• Soft: Simulates the space and ambience of a large concert hall.
• Church: Simulates a medium-sized space with natural, clear-sounding reflections.
• Cathedral: Simulates a large space with long, smooth reflections.
• Arena: Simulates a big, natural-sounding empty space.
• Plate: Simulates a hard, bright reflection. Use the Spread control to adjust plate size.
• Build: A nonlinear series of reflections
• Spread: Simulates a wide indoor space with highly reflective walls.
• Slapback: Simulates a large space with a long­delayed reflection.
• Echo: Simulates a large space with hard, un­natural echoes. Good for dense reverb.
Level Controls the output level of the early re­flections. Turning the Early Reflections Level slider completely off produces a reverb made en­tirely of reverb tail.
Digidesign Plug-ins Guide68
Spread Globally adjusts the delay characteristics
High-Frequency Cut
Band Out/Boost
Low Frequency slider
High-Frequency slider
of the early reflections, moving them closer to­gether or farther apart. Use Spread to vary the size and character of an early reflection preset. Setting the Plate preset to a Spread value of 50%, for example, will change the reverb from a large, smooth plate to a small, tight plate.
Delay Master Determines the amount of time that elapses between the original audio event and the onset of early reflections.
Early Reflect On Toggles early reflections on or off. When early reflections are off, the reverb consists entirely of reverb tail.

Reverb Graphs

The reverb graphs display information about the tonal spectrum and envelope contour of the re­verb. The Reverb EQ and Reverb Color graphs provide graphic editing tools for shaping the harmonic spectrum of the reverb.
Reverb EQ
You can use this 3-band equalizer to shape the tonal spectrum of the reverb. The EQ is post-re­verb and affects both the reverb tail and the early reflections.
Frequency Sliders Sets the frequency boundaries between the low, mid, and high band ranges of the EQ.
The low frequency slider (60.0 Hz–22.5 kHz) sets the frequency boundary between low and mid cut/boost points in the EQ.
The high-frequency slider (64.0 Hz–24.0 kHz) sets the frequency boundary between the mid and high cut/boost points in the EQ.
Band Breakpoints Control cut and boost values for the low, mid, and high frequencies of the EQ. To cut a frequency band, drag a breakpoint downward. To boost, drag upward. The adjust­able range is from –24.0 dB to 12.0 dB.
HF Cut Breakpoint Sets the frequency above which a 6 dB/octave low pass filter attenuates the processed signal. It removes both early re­flections and reverb tails, affecting the overall high-frequency content of the reverb. Use the HF Cut control to roll off high frequencies and create more natural-sounding reverberation. The adjustable range is from 120.0 Hz to
24.0 kHz.
Reverb Color
You can use the Reverb Color graph to shape the tonal spectrum of the reverb by controlling the decay times of the different frequency bands. Low and high crossover points define the cut and boost points of three frequency ranges.
Reverb EQ graph
For best results, set crossover points at least two octaves higher than the frequency you want to boost or cut. For example, to boost a signal at 100 Hz, set the crossover to 400 Hz.
Chapter 9: Reverb One 69
Set the crossover to 500 Hz to boost low fre-
High-Frequency Cut
Band Cut/Boost
Low Crossover
High Crossover
quencies most effectively. Set it to 1.5 kHz to cut low frequencies most effectively.
Reverb Color graph
Crossover Sliders Sets the frequency boundaries between the low, mid, and high frequency ranges of the reverberation filter.
The low-frequency slider sets the crossover fre­quency between low and mid frequencies in the reverberation filter. The adjustable range is from
60.0 Hz to 22.5 kHz.
tings, high frequencies decay more quickly than low frequencies, simulating the effect of air ab­sorption in a hall. The adjustable range is from
120.0 Hz to 24.0 kHz.
Reverb Contour
The Reverb Contour graph displays the enve­lope of the reverb, as determined by the early re­flections and reverb tail.
Reverb Contour graph
ER and RC Buttons Toggles the display mode. Selecting ER (early reflections) displays early re­flections data in the graph. Selecting RC (reverb contour) displays the initial reverberation enve­lope in the graph. Early Reflections and Reverb Contour can be displayed simultaneously.
The high-frequency slider sets the crossover fre­quency between mid and high frequencies in the reverberation filter. The adjustable range is from 64.0 Hz to 24.0 kHz.
Band Breakpoints Controls cut and boost ratios for the decay times of the low, mid, and high­frequency bands of the reverberation filter. To cut a frequency band, drag a breakpoint down­ward. To boost, drag it upward. The adjustable range is from 1:8 to 8:1.
HF Damp Breakpoint Sets the frequency above which sounds decay at a progressively faster rate. This determines the decay characteristic of the high-frequency components of the reverb.
HF Damp works in conjunction with HF Cut to shape the overall high -frequency contour of the reverb. HF Damp filters the entire reverb with the exception of the early reflections. At low set-
Digidesign Plug-ins Guide70

Other Controls

In addition to its reverb-shaping controls, Re­verb One also features online help and level me­tering.
Online Help
To use online help, click the name of any con­trol or parameter and an explanation will ap­pear. Clicking the Online Help button itself pro­vides further details on using this feature.
Online help button
Input Level Meters
Input meters indicate the input levels of the dry audio source signal. Output meters indicate the output levels of the processed signal.
An internal clipping LED will light if the reverb is overloaded. This can occur even when the in­put levels are relatively low if there is excessive feedback in the delay portion of the reverb. To clear the Clip LED, click it.
Reverb One meters
Chapter 9: Reverb One 71
Digidesign Plug-ins Guide72
chapter 10

ReVibe

ReVibe provides studio-quality reverb and acoustic environment modeling for mono, ste­reo, and greater-than-stereo multichannel audio formats. Revibe offers extensive control over re­verb characteristics, and a diverse array of room reflection and coloration presets.
ReVibe makes it possible to model extremely re­alistic acoustic spaces and place audio elements within them in a Pro Tools mix.
ReVibe requires one or more HD Accel cards.
ReVibe plug-in
Chapter 10: ReVibe 73

Reverberation Concepts

Digital reverberation processing can simulate the complex natural reflections and echoes that occur after a sound has been produced, impart­ing a sense of space and depth—the signature of an acoustic environment. When you use a rever­beration plug-in such as ReVibe, you are artifi­cially creating a sound space with a specific acoustic character.
This character can be melded with audio mate­rial, with the end result being an adjustable mix of the original dry source and the reverberant wet signal. You can use reverberation to en­hance relatively lifeless mono source material with a stereo acoustic environment that gives the source audio a perceived weight and depth in a mix.

Reverb Character

Reverb character depends on many factors in­cluding the shape of the space, the reflectivity of the construction material, the proximity of re­flective elements to the sound source, and the position of the listener.

Reflected Sound

In a typical concert hall, sound reaches the lis­tener shortly after it is produced. The original di­rect sound is followed by reflections from the ceiling or walls. These discrete reflections, which usually arrive within 100 milliseconds of the direct sound, are called early reflections. The subsequent, and more diffuse reflections, are called the reverb tail. The delay time between the arrival of the direct sound and the beginning of the reflected sounds is called the pre-delay.

Acoustic Environments

When you hear live sound in an acoustic envi­ronment, you generally hear much more than just the direct sound from the source. In fact, sound in an anechoic chamber, devoid of an acoustic space’s character, can sound harsh and unnatural.
Each real-world acoustical environment, from a closet to a cathedral, has its own unique acous­tical character or sonic signature. When the re­flections and reverberation produced by a space combine with the source sound, the space is said to be excited by the source. Depending on the acoustic environment, this could produce the warm sonic characteristics associated with rever­beration, or it could produce echoes or other un­usual sonic characteristics.
Digidesign Plug-ins Guide74
The loudness and panning of early reflections combined with the length of the pre-delay can contribute to the perception of size of an acous­tical space.
ReVibe also uses Room Coloration to accurately model acoustic spaces and effects. Room Color­ation is a complex filter process, similar to EQ, that models the frequency shape of each room or effect.
ReVibe provides control over these reverb ele­ments so that extremely natural-sounding re­verb effects can be created and applied in the Pro Tools mix environment.
ReVibe can also be used to produce reverb char­acteristics that do not exist in nature. There are no rules that you need to follow to produce in­teresting treatments. Experimentation can often produce striking results.

Using ReVibe

ReVibe supports 44.1 kHz, 48 kHz, 88.2 kHz, and 96 kHz sessions. ReVibe works with mono and ste­reo formats, and LCR, LCRS, quad, 5.0, and 5.1 greater-than-stereo multichannel formats.
In general, when working with stereo and greater-than-stereo tracks, use the multichannel version of ReVibe.
Revibe supports the following combinations of track types and plug-in insert formats:
Table 11. Supported multichannel formats for ReVibe
Track Plug–in Insert Format
Mono Stereo L C R L C R S Quad 5.0 5.1
Mono
Stereo
L C R
L C R S
Quad
5.0
5.1
•••••••
••••••
•••••
Chapter 10: ReVibe 75

Adjusting ReVibe Parameters

Editing Slider Controls with a Mouse

You can adjust slider controls with a mouse by dragging horizontally. Parameter values in­crease as you drag to the right, and decrease as you drag to the left.
Some sliders (such as the Diffusion slider) are bi- polar, meaning that their zero position is in the center of the slider’s range. Dragging to the right of center creates a positive parameter value; dragging to the left of center generates a nega­tive parameter value.

Editing Graph Parameters with a Mouse

You can adjust parameters on the Decay Color & EQ graph with a mouse by dragging the appro­priate dot on the graph.
To cut or boost a particular EQ band:
Drag a control dot up or down.
To adjust EQ frequency crossover:
Drag the control dot right or left.
Setting the EQ crossover frequency
To adjust high frequency rear cut:
Drag the control dot right or left.
Setting the rear cut frequency

Editing Parameters with a Computer Keyboard

Cutting or boosting an EQ frequency band
Digidesign Plug-ins Guide76
Each control has a corresponding parameter text field that displays the current value of the pa­rameter. You can edit the numeric value of a pa­rameter with your computer keyboard.
To change control values with a computer
Switch LED (on)
keyboard:
1 Click on the parameter text that you want to
edit.

ReVibe Controls

Master Mix Section

2 Change the value by doing one of the follow-
ing.
• To increase a value, press the Up Arrow on your keyboard. To decrease a value, press the Down Arrow on your keyboard.
– or –
• Type the desired value.
For parameters with values in kilohertz, typ­ing “k” after a number value will multiply the value by 1000. For example, type “8k” to enter a value of 8000.
3 Do one of the following:
• Press Enter on the numeric keyboard to in­put the value and remain in keyboard edit­ing mode.
– or –
• Press Enter on the alpha keyboard (Win­dows) or Return (Mac) to enter the value and leave keyboard editing mode.
To move from a selected parameter to the next parameter, press the Tab key. To move backward, press Shift+Tab.
The Master Mix section has controls for adjust­ing the relative levels of the source signal and the reverb effect.
Master Mix controls
Wet/Dr y Control
Wet/Dry adjusts the mix between the dry, un­processed signal and the reverb effect. If you in­sert the ReVibe plug-in directly onto an audio track, settings from 30% to 60% are a good start­ing point for experimenting with this parame­ter. The range of this control is from 0% to 100%.
You can also achieve a 100% wet mix by clicking the 100% Wet Mix button.

Enabling Switches

To enable a switch, click on the switch (the round LED indicator next to each switch name). Switch LEDs illuminate when enabled.
Early Reflection switch LED
Chapter 10: ReVibe 77
Stereo Width Control

Chorus Section

Stereo Width controls the stereo field spread of the front reverb channels. A setting of 0% pro­duces a mono reverb, but leaves the panning of the original source signal unaffected. A setting of 100% produces a hard panned stereo image.
Stereo Width control
Settings above 100% use phase inversion to cre­ate an even wider stereo effect. The Stereo Width slider displays red above the 100% mark to re­mind you that a phase effect is being used to widen the stereo field.
The range of this control is from 0% to 150%. The default setting is 100%.
The Stereo Width control does not affect the reverberation effect coming through the rear channels. If you want to produce a strictly mono reverb, be sure to set the Rear Reverb parameter (Levels section) to
–INF dB.
100% Wet Mix Button
This button toggles the Wet/Dry control be­tween 100% wet and the current setting. A 100% wet mix contains only the reverb effect with none of the direct signal. This setting can be useful when using pre-fader sends to achieve send/return bussing. The wet/dry balance in the mix can be controlled using the track faders for the dry signal, and the Auxiliary input fader for the effect return.
The Chorus section has controls for adjusting the depth and rate of chorusing applied to the reverb tail. Chorusing thickens and animates sounds and produces a more ethereal reverb character. It is often used for creative effects rather than to simulate a realistic acoustic envi­ronment.
Chorus controls
Depth Control
Depth controls the amplitude of the sine wave generated by the LFO (low frequency oscillator) and the intensity of the chorusing. The higher the setting, the more intense the modulation. The range of this control is from 0% to 100%.
Rate Control
Rate controls the frequency of the LFO. The higher the setting, the more rapid the chorus­ing. The range of this control is from 0.1 Hz to
30.0 Hz.
Setting the Rate above 20 Hz can cause fre­quency modulation to occur. This will add side­band harmonics and change the reverb’s tone color, producing interesting effects. Typical set­tings are between 0.2 Hz and 1.0 Hz.
Digidesign Plug-ins Guide78
Chorus On/Off Button
Pre-Delay Link button
Level Control
This button toggles the chorus effect on or off.
Chorus on/off button

Early Reflection Section

Different physical environments have different early reflection signatures that our ears and brain use to pinpoint location information in physical space. These reflections influence our perception of the size of a space and where an audio source sits within it.
Changing early reflection characteristics changes the perceived location of the reflecting surfaces surrounding the audio source. In gen­eral, the reverb tail continues after early reflec­tions dissipate.
ReVibe room presets use multiple delay taps at different levels, different times, and in different positions in the multichannel environment (through 360° panning) to create extremely real­istic sounding environments.
The Early Reflect section has controls for adjust­ing the various early reflection elements, includ­ing level, spread, and pre-delay.
Level controls the output level of the early re­flections. Setting the Level slider to –INF (minus infinity) eliminates the early reflections from the reverb effect. The range of this control is from –INF to 6.0 dB.
Spread Control
Spread globally adjusts the delay characteristics of the early reflections, moving the individual delay taps closer together or farther apart. Use Spread to vary the size and character of an early reflection preset. The range of this control is from –100% to 100%.
At 0%, the early reflections are set to their opti­mum value for the room preset. Typical spread values range between –25% and 25%.
Setting Spread to 100% produces very widely spaced early reflections that may sound unnatural. At –100% the early reflec­tions have no spread at all, and are heard as a single reflection.
Pre-Delay Control
The Pre-Delay control in the Early Reflect sec­tion determines the amount of time that elapses between the onset of the dry signal and the first early reflection delay tap. Some Room Types, such as those that produce slapback effects, have additional built-in pre-delay. The range of this control is from –300.0 ms to 300.0 ms.
Early Reflect section
Negative Pre-Delay times imply that some early reflection delay taps should sound before the original dry signal. Since this is not possible, any of the delay taps that would sound before the dry signal are not used and do not sound.
Chapter 10: ReVibe 79
When Pre-Delay Link is enabled, negative early
Rear Level Link button
reflection Pre-Delay times can be used to make the early reflections start before the reverb tail, if desired.
Pre-Delay Link Button
The Pre-Delay Link button tog gle s lin king of th e Early Reflection Pre-Delay control and the Re­verb Pre-Delay control. When linked, the Early Reflection Pre-Delay is offset by the Reverb Pre­Delay amount, so that the total delay for the early reflections is the sum of the Early Reflec­tion Pre-Delay and the Reverb Pre-Delay.
ER On/Off Button
This button toggles early reflections on or off. When early reflections are off, the reverb effect consists entirely of reverb tail.
ER On/Off button

Levels Section

The Levels section has controls for adjusting source input and ReVibe output levels. ReVibe provides individual output level controls for front, center, rear reverb, and rear early reflec­tions.
Levels controls
In stereo and greater-than-stereo formats where there is no center channel or where there are no rear channels, the center and rear level controls can be used to augment the reverb sound. Re­verb and early reflections that would be heard either from the center channel or from the rear channels can be mixed into the front left and right channels.
Input Control
Input adjusts the level of the source input to pre­vent internal clipping. The range of this control is from –24.0 dB to 0.0 dB. Lowering the Input control does not change the levels shown on the input side of the Input/Output meter, which shows the level of the signal before the Input control.
Digidesign Plug-ins Guide80
Fro nt Control
click here to toggle
Rear ER Control
Front controls the output level of the front left and right outputs. Front is also the main level control for stereo. The range of this control is from –INF (minus infinity) to 0.0 dB.
Center Control
Center controls the output level of the center channel outputs of multichannel formats that have a center channel (such as LCR or 5.1).
When ReVibe is used in a multichannel format that has no center channel (such as stereo or quad), the Center level control adjusts a phan­tom center channel signal that is center-panned to the front left and right outputs.
The range of this control is from –INF (minus in­finity) to 0.0 dB.
Rear Reverb Control
Rear Reverb controls the output level of the rear outputs of multichannel formats that have rear channels (such as quad or 5.1).
Rear ER controls the output level of early reflec­tions in the rear outputs. The range of this con­trol is from –INF (minus infinity) to 0.0 dB.
The Rear ER control has no effect when the early reflections are turned off with the ER On/Off button.
Rear Level Link Button
The Rear Level Link button toggles linking of the Rear Reverb and Rear ER controls on or off. The Rear Reverb and the Rear ER controls are linked by default. When linked, the Rear ER and Rear Reverb controls move in tandem when ei­ther is adjusted. When unlinked, the Rear ER and the Rear Reverb controls can be adjusted in­dependently.
Rear Level Link button
When ReVibe is used in a multichannel format that has no rear channels (such as a stereo or LCR) the Rear level control instead adjusts rear channel signals hard-panned to the front left and right outputs.
The range of this control is from –INF (minus in­finity) to 0.0 dB.

Room Type Section

The controls in the Room Type section let you select a Room Type, which models early reflec­tion characteristics for specific types of rooms or effects devices. Each Room Type also incorpo­rates a complex room coloration EQ, which models the general frequency response of vari­ous rooms and effects devices.
Chapter 10: ReVibe 81
Choosing a new Room Type changes the early
Room Type Number
Room Type Category pop-up
Room Type Name pop-up
Preset Next and Previous buttons
reflections and room coloration EQ only. All of the other ReVibe parameters and setting remain unchanged. To create a preset that includes all parameters, use the Settings Librarian.
For more information on saving and im­porting plug-in settings using the Setting Librarian, see the Digidesign Plug-ins Guide.
Room Type display and controls
The Room Type display shows the Room Type Category, Room Type Name, Room Type Num­ber and the Next and Previous browse buttons.
Room Type Number Field
The Room Type Number field displays the Room type number for the current Room Type.
Next and Previous Buttons
Click the Next or Previous buttons to choose the next or previous Room Type.

Room Coloration Section

The Room Coloration controls work in conjunc­tion with the selected Room Type. Coloration takes the characteristic resonant frequencies or EQ traits of the room and allows you to apply this spectral shape to the reverb.
In addition to letting you adjust the overall sound of the room, the high-frequency and low­frequency components are split to allow you to emphasize or de-emphasize the low and high frequency response of the room.
Room Type Category Menu
Clicking on the Room Type Category pop-up menu lets you select one of the 14 Room Type categories, and selects the first Room Type pre­set in that category.
Room Type Name Menu
Click the Room Type Name pop-up menu to se­lect from a list of all available Room Type pre­sets.
See “ReVibe Room Types” on page 89 for a list of room presets.
Digidesign Plug-ins Guide82
Room Coloration controls
Coloration Control
Coloration adjusts how much of the EQ charac­teristics of the selected Room Type are applied to the original signal. The range of this control is from 0% to 200%. A setting of 100% provides the optimum coloration for the room type. Set­tings above 100% will tend to produce extreme and unnatural coloration.
HF Color Control
Type Menu
HF Color adds or subtracts additional high fre­quency coloration, or relative brightness, to the acoustic model of the room. The range of this control is from –50.0% to 50.0%.
LF Color Control
LF Color adds or subtracts additional low fre­quency coloration, or relative darkness, to the acoustic model of the room. The range of this control is from –50.0% to 50.0%.

Reverb Section

The Reverb section has controls for the various reverb tail elements, including type, level, time, size, spread, attack time, attack shape, rear shape, diffusion, and pre-delay. These deter­mine the overall character of the reverb tail.
Type is a pop-up menu that sets the type of re­verb tail. There are nine basic reverb types, plus the Automatic type. Selecting the Automatic re­verb type will select the type of reverb tail that is stored with the currently selected room type. The reverb types are:
Automatic selects the reverb tail type stored with the room type.
Natural is an average reverb tail type with no extreme characteristics.
Smooth is optimized for large rooms.
Fast Attack can be useful for plate reverbs.
Dense is similar to smooth, and can also be good for a plate reverb.
Tight is good for small to medium rooms.
Sparse 1 produces sparse early reflections with a high diffusion buildup.
Sparse 2 can be useful for a spring reverb.
Wide is a generic large reverb.
Small is optimized for small rooms.
Level Control
Reverb Controls
Level controls the output level of the reverb tail. When set to –INF (minus infinity) no reverb tail is heard, and the reverb effect consists entirely of the early reflections (if enabled). The range of this control is from –INF to 6.0 dB.
Time Control
Time controls how long the reverberation con­tinues after the original source signal stops. The range of this control is from 100.0 ms to Inf (in­finity). Setting Time to its maximum value will produce infinite reverberation.
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Pre-Delay Control
Attack Shape Control
The Pre-Delay control in the Reverb section sets the amount of time that elapses between signal input and the onset of the reverb tail.
Under natural conditions, the amount of pre-de­lay depends on the size and construction of the acoustic space and the relative position of the sound source and the listener. Pre-delay at­tempts to duplicate this phenomenon and is used to create a sense of distance and volume within an acoustic space. Extremely long pre-de­lay settings produce effects that are unnatural but sonically interesting.
The range of this control is from 0.0 ms to
300.0 ms.
Diffusion Control
Diffusion controls the rate that the sound den­sity of the reverb tail increases over time. The control ranges between –50% and 50%. At 0%, diffusion is set to an optimal preset value. Posi­tive Diffusion settings create a longer initial buildup of echo density. At negative settings, the buildup of echo density is slower than at the optimal preset value.
Attack Time Control
Attack Shape determines the contour of the at­tack portion of the reverberation envelope. At 0%, there is no buildup contour, and the reverb tail begins at its peak level. At a high Attack Shape setting the reverb tail begins at a rela­tively low initial level and ramps up to the peak reverb level. The range of this control is from 0% to 100%.
Rear Shape Control
Rear Shape adjusts the envelope of the reverb in the rear channels to control the length of the at­tack time. This gives more reverb presence and a longer reverb bloom in the rear channels. The range of this control is from 0% to 100%.
Size Control
The Size control adjusts the apparent size of the reverberant space from small to large. Set the Size control to approximate the size of the acoustic space you want to simulate. Size values are given in meters. The range of this control is from 2.0 m to 60.0 m (though relative size will change based on the current Room Type).
Larger settings of the Size parameter increase both the Time and Spread parameters.
Attack Time adjusts the length of time between the start of the reverb tail and its peak level. Set­tings are Short, Medium, or Long.
Digidesign Plug-ins Guide84
When specifying reverb size, keep in mind that the size of a reverberant space in meters is approximately equal to its longest dimen­sion. In general, halls range from 25 m to 50 m; large to medium rooms range from 15 m to 30 m; and small rooms range from 5 m to 20 m. Similarly, a Room Size setting of 20m corresponds roughly to a 4x8 plate.
Spread Control
Spread controls the rate at which reverberation builds up. Spread works in conjunction with the Attack Shape control to determine the initial contour and overall ambience of the reverbera­tion envelope.
Each control point (dot) on the graph has corre­sponding parameter text fields above the display that show the current parameter values. You can edit the numeric value of a parameter with your computer keyboard. (See “Editing Parameters with a Computer Keyboard” on page 76.)
At low Spread settings there is a rapid onset of reverb at the beginning of the reverberation en­velope. Higher settings lengthen both the attack and buildup of the initial reverb contour. The range of this control is from 0% to 100%.

Decay Color & EQ Section

The Decay Color and EQ section provides an ed­itable graphic display of reverb decay color pa­rameters and EQ parameters. Click the EQ but­ton to toggle the display to show EQ parameters. Click the Color button to toggle the display to show Color parameters. To edit a parameter on the graph, drag the appropriate dot.
Decay Color Section
You can use the controls in the Decay Color sec­tion to shape the tonal spectrum of the reverb by adjusting the decay times of the low and high frequency ranges. Low and high crossover points define the cut and boost points of three frequency ranges.
For best results, set crossover points at least one octave higher than the frequency you want to boost or cut. To boost a signal at 200 Hz, for ex­ample, set the crossover to 400 Hz.
Low Frequency Crossover Control
Low Frequency Crossover sets the crossover fre­quency at which transitions from low frequen­cies to mid frequencies take place in the rever­beration filter. The range of this control is from
50.0 Hz to 1.5 kHz.
Low Frequency Crossover control
Decay Color & EQ display
Chapter 10: ReVibe 85
Low Frequency Ratio Control
Decay EQ Section
Low Frequency Ratio sets cut or boost ratios for the decay times of the low and mid frequency bands of the reverberation filter. The range of this control is between 1:16.0 and 4.0:1.
Low Frequency Ratio control
High Frequency Crossover Control
High Frequency Crossover sets the crossover fre­quency at which transitions from mid frequen­cies to high frequencies take place in the rever­beration filter. The range of this control is from
1.5 kHz to 20.0 kHz.
High Frequency Crossover control
High Frequency Ratio Control
High Frequency Ratio sets cut or boost ratios for the decay times of the mid and high frequency bands of the reverberation filter. The range of this control is between 1:16.0 and 4.0:1.
Low Frequency Control
Low Frequency sets the frequency boundary be­tween low and mid cut or boost points in the re­verb EQ. The range of this control is from
50.0 Hz to 1.5 kHz.
Low Frequency control
Low Gain Control
Low Gain sets cut and boost values for the low and mid frequencies of the reverb decay EQ. The range of this control is from –24.0 dB to 12.0 dB.
Low Gain control
High Frequency Control
High Frequency sets the frequency boundary be­tween mid and high cut or boost points in the reverb EQ. The range of this control is from
1.5 kHz to 20.0 kHz.
High Frequency Ratio control
Digidesign Plug-ins Guide86
High Frequency control
High Gain Control
Early reflections
Front reverb
Rear reverb
High Gain sets cut and boost values for the mid and high frequencies of the reverb decay EQ. The range of this control is from –24.0 dB to
12.0 dB.
High Gain control
High Frequency Rear Cut Control
High Frequency Rear Cut rolls off additional high frequencies in the rear channels of the early reflections and reverb tail. The application of this filter is distinct from the application of Decay Color and Decay EQ. The range of this control is from 250.0 Hz to 20.0 kHz.
High Frequency Rear Cut control

Online Help Button

Click the name of any control and information about that control will appear. Clicking the On­line Help button provides additional details on using this feature.
Online Help

Contour Display

The Contour display shows the current reverb shape and early reflections as a two-dimensional graph. Both front and rear reverb tail shapes and early reflections can be viewed at the same time. Buttons below the display allow you to select the type of data being displayed.
Contour display
ER Button
The ER (early reflections) button toggles display of early reflections on or off within the Contour display. When the ER button is illuminated, early reflections data is displayed. When the ER button is not illuminated, early reflections data is not displayed. Both early reflections and re­verb contour data can be displayed simulta­neously.
Chapter 10: ReVibe 87
RC Button
internal clip indicator
channel clip indicator

Input/Output Meter

The RC (reverb contour) button toggles display of the reverb contours for both the front and rear channels on or off within the Contour dis­play. When the RC button is illuminated, the re­verberation envelopes are displayed. When the RC button is not illuminated, the reverberation envelopes are not displayed. Both early reflec­tions and reverb contour data can be displayed simultaneously.
Front Button
The Front button toggles display of the front channel reverb contour and the front channel early reflections on or off within the Contour display. When the Front button is illuminated, the initial reverberation envelope and early re­flections for the front channels are displayed. When the Front button is not illuminated, they are not displayed.
Rear Button
The Rear button toggles display of the rear chan­nel reverb contour and the rear channel early re­flections on or off within the Contour display. When the Rear button is illuminated, the initial reverberation envelope and early reflections for the rear channels are displayed. When the Rear button is not illuminated, they are not dis­played.
The Input/Output meter indicates the input sig­nal and the ReVibe output. The range of this meter is from 0dB to –60dB. The number of in­put/output meters that operate simultaneously ranges from a single meter for mono input and output, up to five input/output meters for 5.0 and 5.1 multichannel processing. The meters that operate depend on the channel format of the track on which the plug-in is inserted.
Input/Output Meter
Clip indicators
A red channel clip indicator appears at the top of each meter, and an internal clip meter ap­pears above the meter display itself. The clip in­dicator lights when the signal level exceeds 0 dB, and stays lit until the user clears it. Click­ing a meter’s clip indicator will clear that meter.
Digidesign Plug-ins Guide88
It is possible to clip internally even when input levels are relatively low. This can occur because a digital reverb is essentially a series of filters and delays. Feedback within the signal paths can cause buildup of the reverb signal, which can cause the level to increase and overload (similar to a delay line with a high level of feedback).

ReVibe Room Types

Revibe comes with over 200 built-in Room Type presets in 14 Room Type categories. These Room Type presets contain complex early reflections and room coloration characteristics that define the sound of the space. The Room Type catego­ries and their presets are as follows:
Studios
Large Natural Studio 1
Large Natural Studio 2
Large Live Room 1
Large Live Room 2
Large Dense Studio 1
Large Dense Studio 2
Medium Natural Studio 1
Medium Natural Studio 2
Medium Natural Studio 3
Medium Natural Studio 4
Medium Live Room 1
Medium Live Room 2
Medium Dense Studio 1
Medium Dense Studio 2
Small Natural Studio 1
Small Natural Studio 2
Small Natural Studio 3
Small Natural Studio 4
Small Natural Studio 5
Small Dense Studio 1
Small Dense Studio 2
Vocal Booth 1
Vocal Booth 2
Vocal Booth 3
Vocal Booth 4
Rooms
Large Bright Room 1
Large Bright Room 2
Large Neutral Room 1
Large Neutral Room 2
Large Dark Room 1
Large Dark Room 2
Large Boomy Room
Medium Bright Room 1
Medium Bright Room 2
Medium Bright Room 3
Medium Neutral Room 1
Medium Neutral Room 2
Medium Neutral Room 3
Medium Dark Room 1
Medium Dark Room 2
Medium Dark Room 3
Small Bright Room 1
Small Bright Room 2
Small Bright Room 3
Small Neutral Room 1
Small Neutral Room 2
Small Neutral Room 3
Small Dark Room 1
Small Dark Room 2
Small Boomy Room
Chapter 10: ReVibe 89
Halls
Large Natural Hall 1
Large Natural Hall 2
Large Natural Hall 3
Large Natural Hall 4
Large Natural Hall 5
Large Natural Hall 6
Large Dense Hall
Large Sparse Hall
Medium Natural Hall 1
Medium Natural Hall 2
Medium Natural Hall 3
Medium Natural Hall 4
Medium Dense Hall
Small Natural Hall 1
Small Natural Hall 2
Cathedrals
Natural Cathedral 1
Natural Cathedral 2
Natural Cathedral 3
Dense Cathedral 1
Dense Cathedral 2
Slap Cathedral
Plates
Large Natural Plate
Large Bright Plate
Large Synthetic Plate
Medium Natural Plate
Medium Bright Plate
Small Natural Plate
Small Bright Plate
Theaters
Large Theater 1
Large Theater 2
Medium Theater 1
Medium Theater 2
Small Theater 1
Small Theater 2
Churches
Large Natural Church 1
Large Natural Church 2
Large Dense Church
Large Slap Church
Medium Natural Church 1
Medium Natural Church 2
Medium Dense Church
Small Natural Church 1
Small Natural Church 2
Springs
Guitar Amp Spring 1
Guitar Amp Spring 2
Guitar Amp Spring 3
Guitar Amp Spring 4
Guitar Amp Spring 5
Guitar Amp Spring 6
Studio Spring 1
Studio Spring 2
Studio Spring 3
Studio Spring 4
Dense Spring 1
Dense Spring 2
Resonant Spring
Funky Spring 1
Funky Spring 2
Funky Spring 3
Funky Spring 4
Digidesign Plug-ins Guide90
Chambers
Large Chamber 1
Large Chamber 2
Large Chamber 3
Large Chamber 4
Large Chamber 5
Large Chamber 6
Medium Chamber 1
Medium Chamber 2
Medium Chamber 3
Medium Chamber 4
Medium Chamber 5
Small Chamber 1
Small Chamber 2
Small Chamber 3
Small Chamber 4
Ambience
Large Ambience 1
Large Ambience 2
Large Ambience 3
Large Ambience 4
Medium Ambience 1
Medium Ambience 2
Medium Ambience 3
Medium Ambience 4
Medium Ambience 5
Small Ambience 1
Small Ambience 2
Small Ambience 3
Very Small Ambience
Film and Post
Medium Kitchen
Small Kitchen
Bathroom 1
Bathroom 2
Bathroom 3
Bathroom 4
Bathroom 5
Shower Stall
Hallway
Closet
Classroom 1
Classroom 2
Large Concrete Room
Medium Concrete Room
Locker Room
Muffled Room
Very Small Room 1
Very Small Room 2
Very Small Room 3
Car 1
Car 2
Car 3
Car 4
Car 5
Phone Booth
Metal Garbage Can
Drain Pipe
Tin Can
Chapter 10: ReVibe 91
Large Spaces
Parking Garage 1
Parking Garage 2
Parking Garage 3
War ehous e 1
War ehous e 2
Stairwell 1
Stairwell 2
Stairwell 3
Stairwell 4
Stairwell 5
Gymnasium
Auditorium
Indoor Arena
Stadium 1
Stadium 2
Tunnel
Vintage Digital
Large Hall Digital
Medium Hall Digital
Large Room Digital
Medium Room Digital
Small Room Digital
Effects
Mono Slapback 1
Mono Slapback 2
Mono Slapback 3
Wide Slapback 1
Wide Slapback 2
Wide Slapback 3
Multi Slapback 1
Multi Slapback 2
Multi Slapback 3
Multi Slapback 4
Spread Slapback 1
Spread Slapback 2
Mono Echo 1
Mono Echo 2
Mono Echo 3
Wide Echo 1
Wide Echo 2
Multi Echo 1
Multi Echo 2
Prism
Prism Reverse
Inverse Long
Inverse Medium
Inverse Short
Stereo Enhance 1
Stereo Enhance 2
Stereo Enhance 3
Digidesign Plug-ins Guide92
chapter 11

Smack!

The Smack! compressor/limiter plug-in has the following features:
• Three modes of compression:
• Norm mode emulates FET compressors, which can have faster attack and release times than electro-optical compressors. This mode lets you fine-tune compression precisely by adjusting the attack, release, and ratio controls.
• Warm mode is based on Norm mode, but has release characteristics more like those of electro-optical limiters.
• Opto mode emulates classic electro-optical limiters, which tend to have gentler attack and release characteristics than FET com­pressors. The attack, release and ratio con­trols are not adjustable in this mode.
• “Key Input” side-chain processing, which lets you trigger compression using the dynamics of another signal.
• Side-Chain EQ filter, which lets you tailor the compression to be frequency-sensitive.
• High-pass filter, which lets you remove “thumps” or “pops” from your audio.
• Distortion control, which lets you add differ­ent types of subtle harmonic distortion to the output signal.
Smack! has no control to directly adjust the threshold level (the level that an input sig­nal must exceed to trigger compression). The amount of compression will vary with the input signal, which is adjustable by the In­put control.
Chapter 11: Smack! 93
Smack! Plug-in (TDM version shown)

Using the Smack! Compressor/Limiter

In general, when working with stereo and greater-than-stereo tracks, use the multichannel version of Smack!.
Smack! supports 44.1 kHz, 48 kHz, 88.2 kHz, 96 kHz, 176.4 kHz and 192 kHz sample rates. It works with mono, stereo, and greater-than-ste­reo multichannel formats up to 7.1.
Sample rates of 176.4 and 192 kHz with the TDM version of Smack! require an HD Accel card, and only work with mono, ste­reo, and greater-than-stereo multichannel formats up to 7.0. These higher sample rates are not supported by HD Core and HD Process cards
Digidesign Plug-ins Guide94
Multi-mono plug-ins, such as dynamics­based or reverb plug-ins, may not function as you expect. Use the multichannel version of a multi-mono plug-in when available.
The TDM version of Smack! introduces 5 sam­ples of delay. The RTAS version of Smack! intro­duces 1 sample of delay. For more information, see Appendix B, “DSP Delays Incurred by TDM Plug-ins.”
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