adds reverberation to audio.


adds reverberation following the room model.


controls the mix ratio between original and reverberated audio.

Details 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.


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Basic Examples  (3)

Create a reverberation effect:

Simulate reverberation of a small hall:

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

Scope  (3)

Control the size of the reverberating environment:

Use a value of 1 to create reverberation that decays very slowly:

Control the attenuation of high frequencies in the reverberated signal:

Use a value of 1 to get a maximal amount of high-frequency filtering:

The mix parameter controls the ratio between the original signal and the reverberated signal:

Use a mix value of 0 to return the original signal ("dry"):

Use a value of 1 to return the reverberated signal ("wet") only:

Use a value between 0 and 1 to control the ratio between the "dry" and "wet" signals:

Options  (1)

PaddingSize  (1)

Specify the amount of padding at the end of the audio:

Applications  (2)

AudioReverb can be used to insert a sound in a space different from the one it was recorded in:

Create sound effects by using the convolution reverb with audio objects that are not impulse responses:

Properties & Relations  (2)

If the input is a mono audio object, the impulse response can have an arbitrary number of channels:

The output will have the same number of channels as the impulse response:

If the input is an audio object with n channels, the impulse response can have either 1 or n channels:

The output will have the same number of channels as the input:

The ExampleData["Audio"] collection holds several recordings of impulse responses:

Introduced in 2016