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#1
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This is an excerpt from the newest copy of Mix. I thought it was a very informative yet concise definition that people on the DUC could benefit from.
"If you're not familiar with the term convolution, here's how the convolution process works. In the most basic sense, a convolution reverb employs an audio recording of an acoustic space using something such as a starter's pistol or a frequency sweep to excite the environment. From this, you obtain an impulse response (IR). This is the description given to plot frequency amplitude over time. This IR is then processed by the convolution engine, along with the source program material. The resulting sound, theoretically, should be exactly what you would hear if that source were actually played in the room or hall corresponding to the IR." Kyle
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#2
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Very nice simple way to explain convolution. Thanx
I was really disappointed when I realized that Waves never did any convolutions of canyons or mountainous areas. Spaces that have truly mystical qualities. Trying to find good links on how to be creative with this, short of traveling a lot, also was fruitless. So I started experimenting with the IR-1. The "sweep of frequencies" is what I was missing in my understanding of creating these responses. What I did find, however was specific frequency 'exciters' by capturing a single note with a short echo/delay tail. Far from being true reverb responses, convolution verbs can be great tools for 'natural sounding' synth effects (if there could be such a thing). They provide unique attacks and roll off curves. They can also be used for sidechaining of more conventional tools. Done with great care, you could even use this as a tuning device taking slightly off-key tones and adjusting them a few cents here and there to get better tonal balance. This is hard work but worthwhile for us experimentalists. Never having seen music as a 'conventional' medium with limits of acceptability, there is a great opportunity with this new technology. We can add dynamics to dynamics
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