[LAU] [LAD] [ANN] IR: LV2 Convolution Reverb

Arnold Krille arnold at arnoldarts.de
Thu Jan 13 19:41:45 UTC 2011


On Thursday 13 January 2011 19:48:38 Tom Szilagyi wrote:
> On 13 January 2011 19:44, Brett McCoy <idragosani at gmail.com> wrote:
> > Can you explain what the difference is here with 'stereo' and 'True
> > Stereo', as far as convolution reverb goes?
> 
> Quoting the IR homepage:
> 
> [...] IR supports so-called 'True Stereo' impulses. These are four
> channel impulses that describe a full convolution matrix (the four
> channels contain, in order, the convolution paths L->L, L->R, R->L,
> R->R).<end quote>

Hm, that would then represent a stereo source in a virtual room recorded to a 
stereo sink. Nice.     Not.
What kind of purpose has this??? When I want reverb, I want to place the 
source in a certain position (via pan for example) and get the reverb for the 
room with the source "at that position", not the reverb of a stereo-
reproduction of that source at another position, put into the virtual room and 
recorded in stereo again...

The only places where convolution-reverbs make sense imho:
 1) Place all sources in short distance to each other compared to the virtual 
room. Then you have a mono-to-stereo (when you mix to stereo). This will 
actually give good results.
 2) Use an impuls-response-package with several inputs for several positions 
with each the stereo-output of the listening position. And the route your 
signals to the different source-inputs depending on the position in the room 
you want to give them. Gives better results then #1 but requires better 
reverbs.
 3) Fold the ambient of your stereo-song played on a stereo system in the 
virtual room and record it at another position. Sounds like fun, but works 
reliable only when you use head-phones for listening. And is not worth the 
computation time for music that is to be played on any system from high-end 
stereos to mp3-players and mobile phones.

Have fun,

Arnold
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