vimsynth/modules/reverb

modules/processors/REVERB

REVERB

A room around the sound. Eight combs into four allpasses; stereo out. Where DELAY gives you echoes you can count, this gives you a space. Essential for anything described as ambient, distant, spacious or vast.

The REVERB card as vimsynth draws it: its title bar, 9 knobs, 4 inputs down the left edge and 2 outputs down the right
REVERB on an empty rack — 32×26 cells, knobs at their defaults. Press a in the app and pick REVERB to get this card.

inputs

Down the left edge of the card, top to bottom.

laudio
The signal to send into the room, left. Each side feeds its OWN comb bank, so a stereo source keeps its image through the room.
raudio
The right side. Normals from l, so ONE cable in is the mono send this always was — patch both and it stays stereo all the way through.
size cvcv
Modulates the room size (which is really the length of the tail).
mix cvcv
Modulates the dry/wet balance.

outputs

Down the right edge, in the same order.

laudio
Left. This effect is BORN stereo — take both outputs, or you throw away the thing that makes it work.
raudio
Right.

knobs

Left to right across the face — the dials in the picture.

size0 … 1= 0.6
How big the room is — how far apart its walls sound. High is a cathedral or a canyon.
damp0 … 1= 0.5
How fast the top of the tail dies INSIDE the loop, the way air eats the high end over distance. High is a soft, dark, distant room; low is bright and glassy. To darken a tail WITHOUT shortening it, use bright instead.
width0 … 1= 1
Stereo width.
mix0 … 1= 0.3
Dry/wet CROSSFADE. 0.2–0.4 is a room; above 0.6 the sound is more reverb than source, which is what 'distant' or 'vast' means. It TRADES one for the other — for a room added on top of an undiminished source, leave this at 0.5 and use dry/wet.
decay0 … 1= 0.5
How LONG the tail rings, on top of size. 0.5 is the resting point; up from there is a hall or a frozen wash (0.9+ is nearly endless), down is a plate or a tight ambience. This is the knob for 'long', 'endless', 'cavernous'; size is the knob for 'big'.
shimmer0 … 1= 0
SHIMMER — how much of the tail is fed back an OCTAVE UP, so the reverb grows a choir above itself that climbs as it decays. This is what 'ethereal', 'angelic', 'celestial' and 'Sigur Rós' mean. Start around 0.2–0.4; it piles up top end, so pull bright down to keep it under the mix.
bright0 … 1= 1
The tail's BRIGHTNESS — a lowpass over the whole wet signal, after the room and the shimmer. 1.0 is wide open. Pull it to 0.4–0.7 to sit a long or shimmering reverb under a mix without shortening it, which is what damp would do instead.
dry0 … 2= 1
A trim on the DRY side of mix, 0–2. 1.0 leaves the crossfade as it is; with mix at 0.5, turning this to 2.0 puts the dry signal back to full.
wet0 … 2= 1
A trim on the WET side of mix, 0–2 — the room's own level. mix 0.5 with both trims at 2.0 is a SEND: the source whole, the room added over it, which is how a reverb sits in a mix without pushing the sound away.

more

The full reference — every parameter curve, the patching notes and the worked examples — lives in the manual: docs.vimsynth.com/modules/reverb. In the app itself, :help REVERB opens the same page without leaving the rack.