reverb and hall with fx in tails
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- KVRist
- 147 posts since 8 May, 2015
Is it already possible to make a large room hall ....in which the tails of the hall does continually get modifies by a flanger and a pitch shifter - from normal to totall effected?
-PC: Threadripper gen3 3200, 128Gig RAM, Windows 10/64bit, SDD HDs, RME UCX, Geforce GTX 1050Ti, Reason 12, Wavelab9, MTotalBundle, 2 Acer Touchscreens-
- KVRAF
- 2700 posts since 9 Jul, 2015 from UK
Yes, in MXXX set the reverb to 100% wet and run in parallel with the dry signal.
On the wet signal add a flanger etc after the reverb.
Use a mod in follower mode to modulate the wet/dry parameter of the flanger.
Set the follower mod to invert.
Now as the tail gets quieter the flanger effect will increase.
On the wet signal add a flanger etc after the reverb.
Use a mod in follower mode to modulate the wet/dry parameter of the flanger.
Set the follower mod to invert.
Now as the tail gets quieter the flanger effect will increase.
Jason @ Melda Production
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- KVRist
- Topic Starter
- 147 posts since 8 May, 2015
Good idea, thanks jmg8 
-PC: Threadripper gen3 3200, 128Gig RAM, Windows 10/64bit, SDD HDs, RME UCX, Geforce GTX 1050Ti, Reason 12, Wavelab9, MTotalBundle, 2 Acer Touchscreens-
- KVRAF
- 2700 posts since 9 Jul, 2015 from UK
Oh actually there is one additional step.
Right click on the reverb and select feedback 1.
Then in the mod also select feedback 1.
This way the follower will listen only to the reverb.
Right click on the reverb and select feedback 1.
Then in the mod also select feedback 1.
This way the follower will listen only to the reverb.
Jason @ Melda Production
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- KVRist
- Topic Starter
- 147 posts since 8 May, 2015
Okie, I'll try that in the upcoming production.
Many thankyous for your help.
Many thankyous for your help.
-PC: Threadripper gen3 3200, 128Gig RAM, Windows 10/64bit, SDD HDs, RME UCX, Geforce GTX 1050Ti, Reason 12, Wavelab9, MTotalBundle, 2 Acer Touchscreens-
