Time-Based Effects Cheat Sheet
This is a quick cheat sheet to help you understand time based effects. Hope it helps!
Delay or echo: a distinct repeat of a sound
•Delay time: amount of time between the original and the echo, usually expressed in milliseconds, mS
•Feedback: the amount of signal that is routed from output back to input. Usually increases the number of repeats.
•High cut: filter for high frequencies. Help the delay sound smooth
•Low cut” helps keep rumbly crap out of your delay
Reverberation: the sound left over in a room after the source stops
•Reverb time (RT60) or decay time: the amount of time it takes for the reverb to decay (60 dB below the original level)
•Pre delay: the amount of time before the reverb starts
•Size: the size of the room being simulated
•Early reflections: the first reflections from the source to the nearest boundaries (short slaps)
•Mix: ratio of ‘dry’ to effect
•Damping or high frequency cut: the amount that the highs are muted
•High color/low color: usually adjusts the decay time of the high or low frequencies relative to the mids
•Reflect level: sets the level of the early reflections
•Diffusion: The degree to which echo intensity increases over time; complexity of reflections. As diffusion
is increased, complexity increases
Chorus: a short delay being pitch-modulated by a LFO
•Speed or rate: how fast the modulation changes
•Depth: how severe the effect is, AKA intensity
•Delay time: (typically 10 to 20 mS).
Flange: a short delay being pitch-modulated by a LFO.
For a good example, listen to "Life in The Fast Lane" from the Eagles' Hotel California (the original, not
the unplugged version).
•Speed or rate: how fast the modulation changes
•Depth: how severe the effect is, AKA intensity
•Delay time: typically 1 to 10 mS.
Andy C AKA , Soundscape.