[sdiy] Quality reverb on STM32's?

Richie Burnett rburnett at richieburnett.co.uk
Sat Apr 14 19:36:52 CEST 2018


As far as I know it is needed to achieve two things, Tom:

1. In order to achieve sufficient density of room modes. So the frequency response is sufficiently complicated to match what you would get from a real *three dimensional* space.

2. Provide enough memory that the overall pattern of repetition is long enough that the reverb tail "evolves" instead of "flutters".

John Dattorro wrote a good paper on this stuff. 

-Richie,

Sent from my Xperia SP on O2

---- Tom Wiltshire wrote ----

>
>I know the amounts of RAM that are usually used for this, but there’s something I don’t quite get:
>
>Sound travels about 330m in one second. So one second of delay memory represents a space 165m long. That’s a pretty big cathedral (?!).
>
>So *why* do we use such a lot of delay memory for things that shouldn’t really require it? Room reverb (for example) should be possible in a few K.
>
>T.
>
>
>> On 13 Apr 2018, at 20:30, Tim Ressel <timr at circuitabbey.com> wrote:
>> 
>> It depends on how long of a reverb time you want, and the sample rate of course. Reverb algorithms use feedback so the delay buffers are smallish. The Midiverb had I believe 64K of memory and a low sample rate.
>> 
>> --TimR
>> 
>> 
>> On 4/13/2018 12:25 PM, KD KD wrote:
>>> So when we the unwashed public finally have access to 32bit and SAI/I2S
>>> with large on board SRAM's i wonder how many Mhz and Kbytes do one
>>> need to make "quality reverb" on STM32? I'm thinking of how much is
>>> "enough" to make quality reverb with the known principles excluding the
>>> large memory sampled ones?
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>> 
>> -- 
>> --Tim Ressel
>> Circuit Abbey
>> timr at circuitabbey.com
>> 
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