This is my try for assignment 5 of Coursera Music Production course. Due to last minute technical errors, I am linking the PDF of my work here.
Reference soundcloud clip:https://soundcloud.com/samhita-shiledar/reverb-assignment-5
Unlocking the Power of ChatGPT and AI in Testing - A Real-World Look, present...
Reverb: Introduction to Music Production Assignment 5
1. ASSIGNMENT
5
Samhita
Shiledar
Hello
!
I’m
Samhita
Shiledar
from
India!
I
recently
completed
my
Chemical
engineering
and
working
in
same
field
now.
I
play
piano
and
sing
Indian
Classical
Music.
This
lesson
is
for
week
5
of
Introduction
To
Music
Production
at
Coursera.org
Topic
is-‐
Compare
and
contrast
an
algorithmic
and
convolution
reverb.
Demonstrate
the
difference
and
the
important
features
in
both
types
of
reverb.
Hope
you
guys
enjoy
;)
2. What
is
Reverb???
Reverb,
short
for
reverberation,
is
an
effect
that
is
comprised
of
many
different
delayed
signals
which
creates
a
background
effect
that
is
similar
to
sound
in
a
room,
bouncing
around.
Reverberation
is
the
persistence
of
sound
in
a
particular
space
after
the
original
sound
is
produced.
Sound
in
a
room
is
reflected
by
different
things
present
in
surrounding.
Hence
some
waves
travel
a
longer
path
while
some
travel
shorter.
Hence,
there
is
difference
between
the
time
at
which
sound
reaches
receiver.
All
reverbs
will
have
a
dry/wet
mix
control,
which
will
control
output
signals
as
a
mix
between
the
dry
inputted
signal
and
the
wet
reverberated
signal
Two
common
uses
are
as
follows:
• To
make
instruments
sound
real
/
like
recordings
in
real
rooms
• To
apply
a
thickness
effect
or
a
“distance”
effect
(exaggeration)
CONVOLUTION
REVERB:
Convolution
reverbs
use
real
sound
samples,
recorded
from
real
rooms
(or
modified
but
based
on
real
recordings
in
some
cases)
known
as
“Impulse
Responses”.
They
use
multiple
microphones
to
capture
the
acoustics
of
a
room
and
produce
an
IR
file
for
you,
so
you
don’t
need
to
do
any
of
that.
(e.g.
bursting
a
balloon
and
recording
and
capturing
all
properties
using
3-‐4
mics)
In
audio
signal
processing,
convolution
reverb
is
a
process
used
for
digitally
simulating
the
reverberation
of
a
physical
or
virtual
space.
Convolution
is
an
advanced
mathematical
equation
similar
to
cross-‐correlation
that
produces
a
third
modified
version
which
leaves
an
overlap
that
can
be
utilized
to
create
this
reverb
effect.
These
can
be
real
spaces,
such
as
an
auditorium
or
exotic
places
such
as
a
famous
concert
hall.
An
important
feature
of
convolution
reverb
is
its
ability
to
mimic
a
variety
of
different
room
by
importing
lossless
audio
files.
One
common
problem
with
reverb
in
general
is
the
amount
of
bass
build
up
they
can
cause.
Convolution
reverbs,
using
their
impulse
response
files,
tend
to
exaggerate
the
impulse
response
from
your
sound.
This
is
the
initial
collision
between
a
sound
and
the
surrounding
material.
If
this
is
not
set
up
correctly,
it
3. can
cause
your
bass
to
build
up
much
faster
than
algorithmic
reverbs.
With
multiple
instruments
playing
in
an
ensemble
this
can
cause
a
large
amount
of
muddiness.
Because
of
this
effect
and
the
CPU
effect,
it
is
recommended
to
use
convolution
reverbs
on
solo
instruments
only.
ALGORITHM
REVERB:
Digital
reverbs
can
use
algorithms
to
reproduce
natural
echoes
and
simulate
the
effect
of
reverberation.
The
definition
of
an
algorithm
is
a
simple
step-‐by-‐step
procedure
that
is
used
in
computer
programming
to
logically
outline
the
steps
the
computer
will
take
to
solve
something.
Algorithmic
reverbs
use
multiple
feedback
delay
circuits
which
creates
a
diminishing
series
of
sounds.
The
early
reflections
are
controlled
by
variables
such
as
room
size,
room
shape
and
stereo
controls.
The
reverb
time
is
generally
less
than
2ms.
The
computer
produces
a
reverb
sound
based
on
the
settings
on
these
controls
which
controls
the
variables
in
the
algorithm.
4. COMPARISION:
ALGORITHMIC
REVERB
CONVOLUTION
REVERB
Reverb
by
mathematical
formula
attained
by
inserting
values
of
different
parameters
Uses
real
samples
recorded
in
real
rooms
Customized
Not
customized
Less
creative
More
creative
Less
realistic
More
realistic
1.Recorded
acoustic
guitar
from
my
studio
2.Symphony
ensembles
that
I
(rarely)
want
to
add
more
space
to
(CineBrass,
Albion)
3.LA
Scoring
Strings
ensembles
4.Any
ambiances
in
a
track
(almost
never
use
my
convolution
reverb
on
this)
1.Live
guitar
through
an
amp
simulator
(Guitar
Rig)
2.Programmable
Synths
(Massive,
FM8,
Absynth)
3.Electronic
/
Hip-‐Hop
style
snare
drums
Arts
Acoustic
Reverb
Use
Reflector,
especially
if
you’ve
already
bought
Complete
from
Native
Instruments.
Analogous
to
synthesizer
Analogous
to
sampler
More
parameters
that
can
be
changed
Very
few
parameters
to
play
with
5. COMMON
PARAMETERS
OF
REVERB:
Early
Reflections
Usually
controlled
via
Room
type
and/or
Room
Size
parameters.
The
EARLY
REFLECTIONS
enable
the
human
brain
to
quickly
identify
the
room
size.
They
are
therefore
the
most
critical
part
of
a
reverb
effect,
if
a
room
simulation
is
the
goal.
Room
Size
How
big
the
room
is.
This
determines
the
time
after
which
sound
will
reflect.
Dry
Wet
balance
dry
means
that
it
is
free
from
processess
such
as
reverb,delay,chorus
or
other
effects,
in
its
raw
form.
WET
means
it
has
effects/processes
on
it.
Predelay
Parameter
Range
:
0
to
x
milliseconds
Time
between
Direct
Signal
and
start
of
Reverb
portion.
The
more
space
between
you
and
walls
or
other
reflective
objects,
the
greater
the
Predelay.
Reverb
Time
Parameter
Range
:
0.1
to
x.x
seconds
The
greater
the
enclosed
volume
of
the
space
you're
in,
the
longer
the
reverb
time.
This
is
of
course
true
only
to
a
certain
extent.
The
larger
the
room
or
chamber,
the
louder
your
source
signal
needs
to
be
to
produce
any
significant
level
of
reverb
tail.
Mix
How
much
reverbed
sound
is
there
in
output
in
terms
of
percentage.
Density
Density
of
air
where
you
are
recording.
6.
Reverb
EQ
Usually
a
Highshelf
and/or
Lowshelf
EQ
with
variable
Frequency.
These
EQs
are
only
applied
to
the
output
of
the
reverb
or
perhaps
even
just
the
reverb
portion
of
the
Reverb
effect.
Some
reverbs
have
Highshelf
and
Lowshelf
EQs
for
the
Early
Reflections
as
well.
Logic
has
high
cut
option.
7. DEMONSTRATIONS:
Below
are
the
demonstrations
on
Different
types
of
reverbs.
I
have
linked
a
soundcloud
file
alongwith.
Listen
to
it
and
see
how
different
parameters
affect
the
output.
1st
loop
is
original
track
and
later
ones
have
settings
as
below.
(on
order)
Just
a
small
preface:
I
have
imported
a
guitar
loop
to
audio
track
in
Logic
pro
9
and
added
‘Reverb’
in
Inserts
on
Channel
strip
of
Mixer.
2,3
are
convolution
reverbs
(Space
Designer)
(Choir
hall
and
Guitar
hall
large
respectively)
and
last
three
are
algorithmic
reverbs
(GoldVerb).
All
the
reverbs
are
inbuilt
in
Logic
Pro
9.
8.
9.
10. TEXT
REFLECTION:
This
weeks
assignment
was
challenging
for
me
foe
many
reasons.
First,
it
took
long
to
complete
video
lectures.
And
secondly
I
am
so
new
to
this
field
that
I
am
moving
very
slowly.
It
took
hard
to
understand
the
difference
between
processed
and
original
signal
for
me.
So
had
to
struggle
a
lot.
As
there
was
word
limit,
I
could
not
cover
many
details
in
demonstrating
and
assumed
that
now
we
know
how
to
add
inserts
and
all.
I
sould
have
kept
some
place
for
it
and
told
it
may
be.
Anyway,
all
depends
on
your
feedback.
Let
me
know
how
you
find
this
assignment.
Suggestions
are
welcomed
J