I'm a solo developer and this is my first plugin. DrawVerb is a reverb where you design the space instead of dialing in abstract knobs. You draw the walls of a room in 2D, give each wall a material, place a sound source and a listener inside, and DrawVerb simulates how sound behaves in that space and turns it into a reverb.
I'm opening a free public beta and I'd love feedback from people who know reverb well.
How it works
The room you draw is the reverb. A few of the physical things the engine takes into account:
- Room shape and size: the engine simulates how sound moves in a room. Changing the shape of the room can have a big impact on how fast the tail decays.
- Wall materials: each material (concrete, glass, wood, plaster, marble, carpet, curtains and more) reflects and absorbs different frequencies the way the real material would.
- Source and listener placement: distance and angle between them change the early reflections. You can also aim the listener's head.
- Air absorption: air eats high frequencies over distance, so bigger spaces naturally get darker.
- Speed of sound: adjustable. Increasing the SoS will result in a lower decay time.
Quality modes
There are two rendering modes. High is the detailed, most physically accurate one and only runs on your GPU (it uses your system's native graphics API, so Direct3D on Windows and Metal on macOS, picked automatically). Low is a lighter approximation that still captures the character of your room and runs on any machine. Low runs on any machine. Note that a Low preset made on CPU may sound slightly different on GPU, since the hardware differs.
Controls worth knowing
- Damping: how much high end the air absorbs over distance. Higher darkens the tail.
- Body: weight and warmth of the late tail. Up for fuller and darker, down for lighter and more transparent.
- Phase (High only): adds the natural resonances and boominess a real room gets from its shape and size. Off is the smoothest and most musical, Hybrid puts it on the early reflections only, Pure is the most realistic but probably not what you want in a mix.
- Direct sound: folds the straight source-to-listener path into the wet signal, with the same air roll-off as the reflections.
- Binaural (High only): head-aware processing for an immersive image on headphones. Sounds good on its own but probably also not what you want in a mix.
- Plus the usual mix tools: pre-delay, dry and wet, high and low shelves, and a modulation section.
use as starting points, and you can edit everything from there.
Formats and platforms
VST3 on Windows. AU and VST3 on macOS.
For macOS: Windows is the only tested platform. The macOS build is there and I want it to work, but since I'm a solo dev I currently don't have a Mac to test on. So if you're on macOS, you're exactly the tester I need. Please let me know as soon as possible if it fails to load or behaves oddly, with as much detail as you can.
How to join the beta
My account here is new so I can't post links yet. You can find everything by searching for Delton Audio, or by going to the site directly (delton-audio dot com). Make an account (the beta license is tied to your account), open the DrawVerb page and there's a short beta signup form. It asks a few questions about your system and DAW so I can prioritize coverage. The beta is free.
What I'm hoping to learn
Crashes and load failures, CPU usage on your setup, anything that sounds wrong or unexpected, and your general impression. There's a short report-back form for that too.
Thanks for reading, and thanks in advance to anyone who gives it a try. Happy
to answer questions in this thread.
