Here are a few highlights from what I learned about time-based effects in Chapter 15:
- A delay, when applied to an audio signal, stores the audio signal and plays it back at a given time interval.
- Feedback is achieved by fedding the delayed signal back into the input of the delay device.
- You hear phasing with a short delay of 0 to 1 msec with feedback.
- Chorusing can also be described as Doubling.
- Flanging occurs when the feedback is turned up, and the delay time set below 30 msec.
- Density, in the context of Reverb, is equal to the intensity of the reverb.
- Decay typically means the amount of time is takes for the reverberated signal to fall back down.
- Pre-delay, in the context of Reverb, is the amount of silence before the Reverb kicks in.
- Spring a type of reverb created within a small metal coil.
- Time-based effects can add depth and a sense of space.
- Early reverb was created by sending sound into an echo chamber, and then recording that signal and returning it on a separate channel in the mix.
- A traditional phaser effect is achieved by using a series of notch filters that sweep the frequency spectrum.
- A reverb is really a series of delays.