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Technical background – Behringer DSP1024P User Manual

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VIRTUALIZER PRO DSP1024P

4. TECHNICAL BACKGROUND

4.1 Reverberation and reflection

Prior to simulating the physical phenomena of reverberation and reflection, it is necessary to analyze how

reverb is generated, and how it is perceived by human hearing.
In a concert hall the sound the listener hears comprises both the source signals (e.g. acoustical instruments,

P.A. system) and thousands of reflections of these “primary signals”, which bounce off floor, ceiling and walls

to reach the ear after a short delay. These reflections represent thousands of echoes of the direct signal, which

are not perceived any longer as single echoes, but due to their sheer number – as reverberation. Basically,

the reflected signal portions reach the ear later than the source signal, and the very fact that they do not arrive

from the same direction as the direct signal (see fig. 4.1), makes it possible to hear “spatial information”, i.e. to

perceive the direct signal as if it is “embedded” in the room acoustics.

Stage

Listening Position

Direct Sound

Early Reflections

Early Reflections

Diffuse Reflections

Fig. 4.1: Direct and reflected sounds reaching the listener’s ear

Spatial information is an important means of orientation, because human hearing is also used to

determine the position of a sound source. In certain situations, this capability can be very useful or

even of vital importance. The fact that we can actually “hear” the size of a room shows how strongly

developed the human sense of hearing actually is. Based on the reflectivity of a room, we can also

distinguish (though we often don’t know how) the materials it consists of. In large rooms with high

tiled walls reverberation is generally very dense and needs some time to decay, while a small room

with many objects in it (furniture, carpets, etc.) features very short reverberation often not even

perceived as such. Nevertheless, this extremely short reverb does exist, which is the reason why

many designers of reverb devices (such as our VIRTUALIZER PRO) implement several basic reverb

types and give them specific room names. It is quite natural, for example, that a reverb preset called

“Cathedral” produces a long and highly dense reverb, while a “Room” program usually represents the

acoustics of a room that is much smaller in size.
In addition to the capability of human hearing to determine the direction from where a sound phenomenon

arrives, we can also hear modulations of acoustic events. Of importance in this context is the frequency of the

modulated signals. Frequency modulations below 100 Hz are virtually inaudible. However frequency

4. TECHNICAL BACKGROUND