Open RichardEllicott opened 2 years ago
Hey @RichardEllicott! Do you think just adding an EQ or a lowpass filter after your reverb effect in the bus would solve the issue? Or is there any specific use-case you are thinking about for adding a specific lpf
parameter to the reverb?
i tried to filter the reverb but the problem is i have to filter the reverd along with the dry signal... so i have no routing option for that.... so maybe... it was a suggestion i thought of if no-one really knows how to engineer a reverb, after all they are often sold as proprietary software
i do have a feeling also the "quality" of the reverb might not be up to scratch, but a LPF just applied to the verb, and not the dry part of the signal.... i've not been able to try this... so yes it could be this
for my rough experience, i have a 14ish year old copy of Ableton 8, i used to be quite into this choosing my own VSTs etc (where i have my preferances)... i compared 3rd party reverbs but i honestly found no use for them they sounded no better.. so "moddeling" reverbs these where just basicly pointless (in my opinion) ..... so i say that just to make people aware i'm not one of them "audiophiles" that hears things that are not there.... genuinly i think this Godot one has a problem i didn't even have on my early naughties Korg keyboard
yes maybe it's just that filter... i understand some guy was responcible for all these effects and the audio bus, not many audio engineers who can code it on a low level out there perhaps
Describe the project you are working on
I have been experimenting with sound design, producing dry sounds to use with reverb so like a gun that then gets the reverb back through effects, as described in the manual and i think standard practise in video game audio
i take a dry sample from some youtube source, i use audacities gate which will drop the sound volume below a certain point and allows isolating these dry gun sounds
Describe the problem or limitation you are having in your project
the reverb is just not very high quality, and i find it hard to describe, basicly it makes resonant sounding noises... or a sort of ring modulated like sound, metallic
i know reverb is one of the most complex audio effects to code, i've never even bothered to do it myself beyond a basic academic one, simple reverbs seem to have artifacts
one thing clearly missing is, no lowpass, only highpass. Highpass will help elminate low frequencies that would overlay one another and cause "bottom-outs", so that is important.... however a lowpass also might help eliminate these musical slounding high frequencies this reverb does.... it sort of tins up the sound it's caused by frequencies that end up working like ring modulation, creating a metalic sound
so one immediate suggestion was, please add a lowpass same as we already have a highpass... lowpass can even be produced by simply taking the moving average of the soundwave, it's very simple
next was, can't we find a better quality reverb maybe? i'm out of my depth here, other reverbs are just better, the ableton one for example i don't have to lowpass to remove a tinny sound, i do though to remove that cymbal splash hiss you might get
Describe the feature / enhancement and how it helps to overcome the problem or limitation
one thing add a lowpass to the reverb, to allow simply trying to remove this noise
Describe how your proposal will work, with code, pseudo-code, mock-ups, and/or diagrams
changing reverb code
If this enhancement will not be used often, can it be worked around with a few lines of script?
no, it's a setting on the reverb, or which reverb code we are using... there are different "flavours" of reverb... i believe even a simple one like on my Korg keyboard for example... would be adequete, we might not need a high CPU utlizing moddeling one as digital reverbs have sounded great for a long time
Is there a reason why this should be core and not an add-on in the asset library?
this is a built in audio feature