Wolfram Language & System 11.0 (2016)|Legacy Documentation

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adds reverberation to audio.

adds reverberation following the room model.

controls the mix ratio between original and reverberated audio.

Details and OptionsDetails and Options

  • Audio reverberation is the composition of an audio signal with its reflection from the environment that it is played in, after absorption by different objects in the room.
  • The reverberation model can be any of the following:
  • roomsizeroom size from 0 (small) to 1 (large)
    {roomsize,damping}high-frequency damping from 0 to 1
    iresponseimpulse response given as an Audio object
  • Typical roomsize settings include:
  • "SmallRoom"small room
    "LargeRoom"large room
    "SmallHall"small hall
    "LargeHall"large hall
  • Typical damping settings include:
  • "Low"low amount of high-frequency damping (a bright room)
    "Medium"medium amount of high-frequency damping
    "High"high amount of high-frequency damping (a dark room)
  • AudioReverb[audio] is equivalent to AudioReverb[audio,{.75,.25},0.5].
  • The mixing parameter mix can be any real number between 0 and 1.
  • With mix=0, only the original signal is returned; with mix=1, only the reverberated signal is returned.
  • In AudioReverb[audio,iresponse], the input audio and the impulse response should have the same number of channels, or one should be a single-channel signal.
  • The AudioType of the returned object is either "Real32" or "Real".
  • AudioReverb takes a PaddingSize option that controls the duration of the reverberation effect. By default, no padding is added.
  • Use PaddingSize->pad to add pad seconds of padding to the right of the audio signal.

ExamplesExamplesopen allclose all

Basic Examples  (3)Basic Examples  (3)

Create a reverberation effect:

Click for copyable input

Simulate reverberation of a small hall:

Click for copyable input

Simulate the reverberation of real space using an impulse response recording:

Click for copyable input
Introduced in 2016