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You should consider it a special features, and should not use it in everyĬase. I can be abused for various special FX also as I It can be used with Colored modes for special FX, but it is not Hall modes if Size is kept at moderate values, as well as Plate at small This works best with the Chamber modes, but it can also work well with This instant invisible ambience, and the normal wet signal which can then The numerical value then becomes the balance control between "Ambience", or simply instant spatial impression if you want to be Is therefore better to think of it as "instant early energy" or Quickly that you will not be able perceive any "Reflections" per say. Reflections in some way, but for reasonable sizes it will happen so We apply spatialization to the DRY signal. The standard setting, and this can be used on sends or inserts.Ģ) When the label shows "Balance" this is a "special feature mode", where The mix/balance label is actually a switch between two different mix modes:ġ) When the label shows "MIX", the numerical mix value simply shows a mixīetween the completely dry signal and Breeze's normal wet output. Now, there is one final trick in Breeze 2, and it is quite novel: If you combine all of the above, it will give you something like Aether's This will giveĪ slower attack envelope to the early energy. You can minimize the perception of strong "reflective energy" (evenĭiffuse energy) even more by using Negative Contour values. Will even undo any potential ripple/flutter in the early energy. Use Density values of close to -100% to achieve similar results and this This will make the response even more dense. Hall, and more-so Chamber, Plate, or Colored (special FX mode), alg modes, If you turn Breeze's DensityĬontrol to something close to +50-100% this will do the trick. So the way to minimize the perception of "reflections" is basically to Sample at 44.1K SR, but they would be so close together that you would notīe able to perceive them as reflections and instead would hear this as a In the firstġsecond there might technically be 44100 "reflections" - one for each Verb - or at least a reasonable approximation of one. Perception of "early reflections" at all. +1.0 (float) and then decayed exponentially, there would not be any White noise, where each sample value had a random value between -1.0 and
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If on the other hand, the impulse response simply started at full density Generally what we consider as "Early Reflections". Several of these type of events in the first 150ms or so, this is Spike, would be a very good, or even ideal "reflection".
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Impulse surrounded by 10ms of silence before and after the single sample This means it mustīe significantly louder than anything happening in the Impulse Response Reflection, it must be distinct from the background. We can also minimize/obscure the "Reflection"/"Echo" aspect. "ERs" in this case would more be considered Hence we don't have anything at all in the "early" Nothing happening in the first 100 to 150ms (depending on size and alg) of If we add say 100ms or more of Pre-Delay, we have absolutely We can for example undo the "early aspect" simply by adding more Important distinction, and we can use this info to achieve the goals we This sounds sophomoric and maybe even condescending, i know, but it's an To be considered an "ER" this particular aspect of the IR/sound should be There are ways to minimize the perception of the ERs so much that thereĮlectively becomes no ERs and the tail simply starts at full density. Version 2.2 of the iconic LX480 has been released with the additional Panorama algorithm.Regarding ER/LR balance in Breeze: there is not technically any way toĬompletely remove the ER's from Breeze as there is with Aether. High precision calculations compared to the originalĬustomizable with sliders for HUE, color saturation, brightness, reflection amount and back lightingīETA-downloads: (requires contacting and requesting a beta iLok-license) Selectable reverberation engines and characteristics Optional choice between 1st - 3rd order reflections It adds complex Early Reflections as well as uncorrelated diffused response to the signal."Įxtensive selections of Early Reflection patterns, ranging from studios to various concert halls The reverb excels at applying 'prettier than life' reverberation to many sources of a mix or complete stereo/multi-channel stems.
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Full screen interface VSR S24 is a faithful recreation of a very high-end sets of algorithms for both music and post productions.
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" VSR S24 is the first professional reverb with multiple selectable reverberation engines which can completely change the overall spaciousness and reverb characteristics to simulate any environment accurately. ReLab VSR S24 (ReLab's brand new high-end reverb)