pluginplaygroundby matt hall
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Universal Audio

RealVerb Pro

Builds custom algorithmic reverbs by blending room shapes and surface materials, with separate early reflections, late decay, stereo positioning, and preset morphing.

GUI Screenshot

From My Notebook

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The Overview

Design the Space, Not Just Its Decay

RealVerb Pro separates several ingredients of a reverberant space. Room shape and size determine the early-reflection pattern. Surface materials determine how different frequencies decay. The Timing panel then sets the levels and timing of early reflections and the late reverb tail.

Two shapes and two materials can be blended into hybrid spaces. Material thickness can exaggerate or even invert absorption behavior, so the engine covers both plausible rooms and intentionally unreal environments. Resonance adds spectral shaping before the reflection and reverb generators.

Depth and Motion

Direct sound, early reflections, and late reverb have separate positioning controls. This supports depth and stereo placement rather than just spreading the complete output.

Choose shape and material first, then establish timing and diffusion, and finally balance the spatial components. Morphing offers a different workflow: choose two presets and move continuously between their parameter states. While morphing, normal spectral editing is unavailable, so return to standard operation before making those detailed changes.

Source: Manual - Signal Flow; Shape and Size; Material and Thickness; Resonance (Equalization); Timing; Positioning; Morphing.

The Controls

Shape and Size

Choose two Room Shapes, set each Size from 1 to 99 meters, and use the Blending bar to interpolate their early-reflection patterns. The reflection display shows the resulting arrivals; their overall duration follows shape and size rather than a separate early-decay knob.

Material and Thickness

Select two Materials, adjust their Thickness, and blend their absorption characteristics. A thickness of 100% gives the normal response, larger positive values exaggerate it, zero removes its frequency-dependent influence, and negative values invert the absorption behavior.

Material affects decay by frequency; overall tail length is still controlled in Timing.

Resonance

The three-band graphical EQ uses Band-edge and Amplitude handles. It shapes the reflected energy and can form shelf-like or parametric responses. Band amplitudes run from -60 to 0 dB, so this is not a conventional boost/cut EQ centered on zero.

Timing

  • Early Amplitude / Predelay: Set early-reflection level and its delay after the direct signal.
  • Late Amplitude / Predelay: Independently position the late field in level and time.
  • Decay Time: Sets late-field duration from 0.10 to 96 seconds.
  • Diffusion: Controls how quickly the late tail becomes dense.

Both predelays cover 1-300 ms; early and late amplitudes cover -80 to 0 dB.

Positioning and Levels

Direct pans the dry path. Early and Late controls set both position and width for their respective components. These stereo positioning controls are unavailable in mono-in/mono-out operation.

Distance changes perceived source distance. Mix balances wet and dry, with D/W buttons for fully dry or wet output. Use W for a conventional auxiliary return.

Input Gain / Output Gain set overall levels. Mute stops incoming signal.

Morphing and Presets

Enable Morphing Mode, choose two presets, then use the Morphing slider to move between their settings. Spectral controls become unavailable during morphing. On an insert, preset mix values can also change during the transition, so pay attention to the dry/wet balance.

The preset menu retains edits within the instance. Reset all to Defaults restores the factory preset set.

Source: Manual - Signal Flow; Shape and Size; Material and Thickness; Resonance (Equalization); Timing; Positioning; Morphing.