AudioReverb
AudioReverb[audio]
adds reverberation to audio.
AudioReverb[audio,model]
adds reverberation following the room model.
AudioReverb[audio,model,mix]
controls the mix ratio between original and reverberated audio.
AudioReverb[video,…]
adds reverberation to the first audio track in video.
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:
-
roomsize room size from 0 (small) to 1 (large) {roomsize,damping} high-frequency damping from 0 to 1 iresponse impulse 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.
Examples
open allclose allBasic Examples (3)
Scope (4)
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:
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:
Text
Wolfram Research (2016), AudioReverb, Wolfram Language function, https://reference.wolfram.com/language/ref/AudioReverb.html (updated 2024).
CMS
Wolfram Language. 2016. "AudioReverb." Wolfram Language & System Documentation Center. Wolfram Research. Last Modified 2024. https://reference.wolfram.com/language/ref/AudioReverb.html.
APA
Wolfram Language. (2016). AudioReverb. Wolfram Language & System Documentation Center. Retrieved from https://reference.wolfram.com/language/ref/AudioReverb.html