"Is there a physical space that could get this sound?"Sampleconstruct wrote:What does realism mean in this respect anyway?valhallasound wrote:It's about TIME I created a reverb that can get unrealistically long decays!Architeuthis wrote:Ahh, there's my unrealistically giant reverb fix!Sampleconstruct wrote:Here is a first quick test with the new Nostromo algorithm.
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Sean Costello
Mind you, there are probably a few physical locations that can get these sounds. I'm reminded of Paul Horn in the Taj Mahal, or the Stuart Dempster / Pauline Oliveros recordings from the Fort Worden Cistern. I haven't been in either of those spaces, so I don't know how long the echo density takes to build.
Most of the ValhallaRoom reverbs have an unnaturally dense build of echo density, as this tends to produce a smoother sound. Nostromo has a much slower build of echo density over time. Narcissus has a faster build, but not instantaneous - it is closer to Dark Room, but a bit slower.
To be frank, realistic physical emulations were not the goal of Nostromo and Narcissus. Those algorithms are the closest algorithms in ValhallaRoom to the older digital reverb designs. In most of the ValhallaRoom algorithms, I used fairly "modern" techniques to guarantee a rapid build of echo density. Nostromo and Narcissus are experiments in removing some of these modern tricks, and embracing the resulting artifacts. I'm going for deep space here.
Sean Costello

