Corrine SeldenWashington Recording Connection

Time-Based Effects Posted on 2017-03-13 by Corrine Selden

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.

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