3
Table Of Contents
- MainStage 3 Effects
- Contents
- Chapter 1: Amps and pedals
- Chapter 2: Delay effects
- Chapter 3: Distortion effects
- Chapter 4: Dynamics processors
- Chapter 5: Equalizers
- Chapter 6: Filter effects
- Filter effects overview
- AutoFilter
- EVOC 20 Filterbank
- EVOC 20 TrackOscillator
- EVOC 20 TrackOscillator overview
- Vocoder overview
- EVOC 20 TrackOscillator interface
- EVOC 20 TrackOscillator analysis in parameters
- Use EVOC 20 TrackOscillator analysis in
- EVOC 20 TrackOscillator U/V detection parameters
- EVOC 20 TrackOscillator synthesis in parameters
- EVOC 20 TrackOscillator oscillators
- EVOC 20 TrackOscillator formant filter
- EVOC 20 TrackOscillator modulation
- EVOC 20 TrackOscillator output parameters
- Fuzz-Wah
- Spectral Gate
- Chapter 7: Imaging processors
- Chapter 8: Metering tools
- Chapter 9: MIDI plug-ins
- Chapter 10: Modulation effects
- Chapter 11: Pitch effects
- Chapter 12: Reverb effects
- Chapter 13: Space Designer convolution reverb
- Chapter 14: Specialized effects and utilities
- Chapter 15: Utilities and tools
- Appendix: Legacy effects
Chapter 13 Space Designer convolution reverb 240
Use Space Designer global parameters
Space Designer’s global parameters aect the overall output or behavior of the eect. See
Space Designer global parameters overview.
The tasks below cover the use of Space Designer’s global parameters.
Use the Space Designer Input slider
The Input slider behaves dierently in stereo congurations. (The slider does not appear in mono
or mono to stereo instances of the eect.)
m In stereo instances: Drag the Input slider to determine how a stereo signal is processed.
•
Stereo setting (top of slider): The signal is processed on both channels, retaining the stereo
balance of the original signal.
•
Mono setting (middle of slider): The signal is processed in mono.
•
XStereo setting (bottom of slider): The signal is inverted, with processing for the right channel
occurring on the left, and vice versa.
•
In-between positions: A mixture of stereo to mono crossfeed signals is produced.
Use Space Designer’s latency compensation feature
The complex calculations made by Space Designer take a small amount of time, which results in
a processing delay, or latency, between the direct input signal and the processed output signal.
Note: This compensation feature is not related to latency compensation in the host application;
it occurs entirely within Space Designer.
m Click the Latency Compensation button to turn it on, which delays the direct signal in the Output
section so that it matches the processing delay of the eect signal.
Space Designer’s processing latency is 128 samples at the original sample rate, and it doubles at
each lower sample rate division. The processing latency increases to 256 samples if you set Space
Designer’s sample rate slider to “/2.” Processing latency does not increase at sample rates above
44.1 kHz.
Use Space Designer’s Denition parameter
The Denition parameter emulates the diusion of natural reverb patterns. When used at values
of less than 100% it also reduces CPU processing requirements.
Natural reverbs contain most of their spatial information in the rst few milliseconds. Toward
the end of the reverb, the pattern of reections—signals bouncing o walls, and so on—
becomes more diuse. In other words, the reected signals become quieter and increasingly
nondirectional, containing far less spatial information. To emulate this phenomenon, use the
full impulse response resolution only at the onset of the reverb, then use a reduced impulse
response resolution toward the end of the reverb.