Building complex reverbs using ValhallaÜberMod

The original ValhallaÜberMod concept had a fairly sparse Diffusion section, which was intended to smooth out feedback echos and add some density to chorus patches. Somewhere during the development process, the diffusion block was expanded into a much more powerful DIFF section, with each input channel being processed by a dense modulated diffusion block with variable size. The DIFF section proved useful in creating dense nonlinear reverbs, as well as lush ambient reverbs and decent plate simulations. The ÜberMod controls aren’t designed around creating reverbs, so I figured that any reverbs created with ÜberMod were a cool bonus with that plugin.

Flash forward to a few days ago, where I found myself experimenting with ÜberMod, mainly as a way of procrastinating before I get back to work on my next plugin. I started running multiple instances of ValhallaÜberMod in series and parallel, and using the sends of my DAW to control the routing and levels. To my surprise, I found that I was able to create some VERY complex and subtle reverbs using ÜberMod, by allocating different instances of the plugin for different stages of the reverb decay.

EXAMPLE 1: Medium Vocal Reverb, w/early reflections

The first example uses 3 instances of ÜberMod, running on 2 different sends. The first instance is running on its own send, and will cover the early reflections stage of a reverb:

<ValhallaUberMod pluginVersion="1.0.1" presetName="RandomizedEarlyReflections" Mix="1" Depth="1" StereoWidth="0.5" Delay="0.0476999991" Feedback="0" Spread="1" Slope="0.643999994" Skew="0.175999999" Random="1" TapGain="0.5" Diffusion="0.624000013" DiffSize="0.0163265299" DiffModRate="0.0490490496" DiffModDepth="0.5" LowCut="0.0351758786" HighCut="0.232160807" SpatialXover="0.145728648" DetuneRate="0.00900900923" DetuneDepth="0.851999998" VibratoRate="0.298245579" VibratoDepth="0" OverMod="0.0313131325" DriveInGain="0.375" DriveOutGain="0.75" DriveNoiseGain="0.333333343" FeedbackRotate="0.5" SmoothingTime="0.0990990996" ColorMode="1" DelaySync="0" type="0.333333343" DiffEnable="1" Drive="0" DrivePrePost="1" Speed="0" InputPan="0.125"/>

This preset uses the 16Tap mode, in conjunction with the DIFF section, to create a dense early ambience that abruptly cuts off after about 50 to 100 millseconds. The TAP Slope parameter is used to create the perception of a room with a short to medium decay, and the DELAY slider determines the point at which this decay is truncated. Some slow LFO modulation is used in conjunction with the MOD OverMod control to randomize the reflections.

The second instance of ÜberMod is running on a separate send, and provides the input diffusion of the late reverb tail:

<ValhallaUberMod pluginVersion="1.0.1" presetName="InputDiffusion" Mix="1" Depth="0.444000006" StereoWidth="0.5" Delay="0.00999999978" Feedback="0" Spread="0.5" Slope="0.5" Skew="0.5" Random="0" TapGain="0.5" Diffusion="0.703999996" DiffSize="0.0653061196" DiffModRate="0.0130130127" DiffModDepth="0.395999998" LowCut="0" HighCut="0.387939692" SpatialXover="0.145728648" DetuneRate="0.0370370373" DetuneDepth="0.5" VibratoRate="0.298245579" VibratoDepth="0" OverMod="0" DriveInGain="0.375" DriveOutGain="0.75" DriveNoiseGain="0.333333343" FeedbackRotate="1" SmoothingTime="0.0990990996" ColorMode="0" DelaySync="0" type="0.0416666679" DiffEnable="1" Drive="0" DrivePrePost="1" Speed="0" InputPan="0.125"/>

This preset uses the 2TapChorus mode, but most of the work is being done by the DIFF section. A fairly short DIFF size is used, with the idea being to turn impulsive sounds into a “puff” of diffuse energy. This will smooth out any reverb that this preset is placed in front of.

The third instance of ÜberMod is placed in series after the second instance (i.e. on the same send), and generates a reverb tail with a medium decay:

<ValhallaUberMod pluginVersion="1.0.1" presetName="MediumLateReverb" Mix="1" Depth="0.5" StereoWidth="0.5" Delay="0.00999999978" Feedback="0.612999976" Spread="0.5" Slope="0.5" Skew="0.5" Random="0" TapGain="0.5" Diffusion="0.748000026" DiffSize="0.240816325" DiffModRate="0.0290290285" DiffModDepth="0.5" LowCut="0.0954773873" HighCut="0.288442224" SpatialXover="0.145728648" DetuneRate="0.0490490496" DetuneDepth="0.5" VibratoRate="0.298245579" VibratoDepth="0" OverMod="0" DriveInGain="0.375" DriveOutGain="0.75" DriveNoiseGain="0.333333343" FeedbackRotate="1" SmoothingTime="0.0990990996" ColorMode="0" DelaySync="0" type="0.0416666679" DiffEnable="1" Drive="0" DrivePrePost="1" Speed="0" InputPan="0.125"/>

The above late reverb preset also uses the 2TapChorus mode, with most of the work being done by the DIFF section and the FEEDBACK control. The Diffusion is set to a fairly large size. The DIFF Size, in conjunction with the feedback and filtering, determines the length of the reverb decay. The WARP fBMix control is set to 100%, to create a figure-8 (ping-pong) feedback loop, as used in reverbs by Lexicon & Alesis.

Once you have the basic routing set up, experiment with the send levels being sent to the Early Reflections (instance 1) and the Late Reverb (instances 2 and 3). I have found that it sounds best with the Early Reflections set to a somewhat higher level than the Late Reverb.

EXAMPLE 2: Randomized Hall

ValhallaÜberMod is versatile enough that you can emulate many types of reverb structures, not just the Early Reflection / Late Reverb division of the more “scientific” reverbs. For example, Lexicon’s Random Hall is known for its high echo density, and the soft attack derived from the Shape and Spread controls. To emulate this soft attack using ÜberMod, we’ll use 2 instances of ÜberMod in series. The first is used to approximate the Shape/Spread section of Random Hall:

<ValhallaUberMod pluginVersion="1.0.1" presetName="ShapeSpread" Mix="1" Depth="0.444000006" StereoWidth="0.5" Delay="0.342900008" Feedback="0" Spread="1" Slope="0" Skew="1" Random="1" TapGain="0.5" Diffusion="0.791999996" DiffSize="0.134693876" DiffModRate="0.0130130127" DiffModDepth="0.395999998" LowCut="0" HighCut="0.975879371" SpatialXover="0.145728648" DetuneRate="0.0370370373" DetuneDepth="0.5" VibratoRate="0.298245579" VibratoDepth="0" OverMod="0" DriveInGain="0.375" DriveOutGain="0.75" DriveNoiseGain="0.333333343" FeedbackRotate="1" SmoothingTime="0.0990990996" ColorMode="0" DelaySync="0" type="0.375" DiffEnable="1" Drive="0" DrivePrePost="1" Speed="0" InputPan="0.125"/>

This preset uses the 32Tap mode, with a fair amount of Diffusion, and the TAP Slope set to -100%, to create a nonlinear reverb that fades in gradually over time.  The attack time is determined by the DELAY slider.
The ShapeSpread preset is used in series with a 2nd instance of ÜberMod on the same send, that adds a huge reverb tail to the slow attack:

<ValhallaUberMod pluginVersion="1.0.1" presetName="BigLateReverb" Mix="1" Depth="0.760999978" StereoWidth="0.5" Delay="0.00999999978" Feedback="0.768000007" Spread="0.5" Slope="0.5" Skew="0.5" Random="0" TapGain="0.5" Diffusion="0.843999982" DiffSize="0.448979586" DiffModRate="0.0730730742" DiffModDepth="0.495999992" LowCut="0.0502512567" HighCut="0.340703517" SpatialXover="0.145728648" DetuneRate="0.033033032" DetuneDepth="0.5" VibratoRate="0.298245579" VibratoDepth="0" OverMod="0" DriveInGain="0.375" DriveOutGain="0.75" DriveNoiseGain="0.333333343" FeedbackRotate="1" SmoothingTime="0.0990990996" ColorMode="0" DelaySync="0" type="0.0416666679" DiffEnable="1" Drive="0" DrivePrePost="1" Speed="1" InputPan="0.125"/>

This preset is very similar to the earlier late reverb preset, but with a much greater DIFF size setting. In addition, the WARP Speed is set to 1/2, which doubles the size of the diffusors, to create a HUGE reverb decay.

ROLL YOUR OWN SOUNDS

The above examples are just 2 quick demos of the complex reverb responses that can be generated with multiple instances of ValhallaÜberMod. For example, a longer gated reverb could be used in parallel with a reverb that incorporates DRIVE in the feedback loop, to create a reverb that starts off clean, then turns nasty after a certain amount of time.

ÜberMod is also useful in extending the capabilities of other reverb plugins. For example, the InputDiffusion or ShapeSpread examples from above can be used in series with ValhallaRoom, to create a super lush reverb that has more “standardized” reverb controls. The RandomizedEarlyReflections example can be added in parallel to ValhallaShimmer, to add early reflections to the modulated Shimmer late decay. Or combine ÜberMod with any other reverb plugin, algorithmic or convolution, as you see fit.  The low CPU consumption of ÜberMod makes it easy to use it in conjunction with other plugins.

It is worth noting that the same process can be used in the construction of all sorts of complicated sonic events, not just reverbs. ValhallaÜberMod excels at choruses, ensembles, multitap delays, echos, and so forth. By combining different settings of ÜberMod in series and parallel, all sorts of weird and wonderful sounds can emerge. I encourage people to use ÜberMod as a modular building block for creating all sorts of complex effects.

ValhallaRoom Updated to Version 1.1.0

ValhallaRoom has been updated to version 1.1.0.

The latest changes:

  • New reverb mode: LV-426.
    • In keeping with the Nostromo/Narcissus/Sulaco tradition, this is a deep dark space verb. It is kind of a cross between Nostromo and Narcissus, but with a far higher earlier echo density than either of those reverb. LV-426 has a slower attack than the other reverb modes, and a lush, diffuse random modulation that produces beautiful long decays.
    • The LATE LowMult/Xover and LATE HighMult/Xover filters have been moved to a location where they act as tone controls.
    • Values of LowMult less than 1.0 allow you to dial in reverbs with less low frequency energy.
    • The LowXover control can be used to adjust the crossover freq of the low cut/boost.
  • 64-bit VST for OSX. ValhallaRoom is now fully 32 and 64-bit compatible for both Windows and OSX.
  • Optimized CPU for Windows RTAS and VST32
  • Fixed mono->stereo bypass bug in RTAS
  • Window resizing bug fixed in Digital Performer

Update links have been sent to all ValhallaRoom customers, and new demo versions are available for testing at the ValhallaRoom page.

Using High Resolution Automation in Reaper w/ValhallaRoom

Dan McMullen has recently posted a tutorial on the Reaper forums, detailing a few techniques on how to map a standard MIDI control to a limited range of the much higher resolution Pitch bend control, in order to get precise control over the ValhallaRoom DECAY slider (and other sliders). You can see the post here.

ValhallaRoom Updated to Version 1.0.9. New Reverb Mode: Sulaco

Last Friday, I updated ValhallaRoom to version 1.0.9. Apart from a few bug fixes (Pro Tools issues, some weird noises that could be heard with certain Early Mod settings) and a smoothed Mix slider, the big change with version 1.0.9 was the addition of a new reverb mode, Sulaco:

  • Like its similarly named fellow modes, Nostromo and Narcissus, Sulaco is Dark. In this case, “Dark” means that the top octave is gone – no audible energy above 1/4 the sampling rate. There probably is some energy if you look at a spectrogram, but it will be at least -100 dB down, so “gone” is a good way of describing things.
  • Sulaco is also light. Not necessarily in sound, but in CPU. It is probably the 2nd lowest mode CPU wise, with Narcissus still leading in terms of thriftiness.
  • The original goal of Sulaco was to produce a smaller room sound. This can be achieved by setting Late Size to a smaller setting. In general, this control has a lot more range in Sulaco than in some of the other more room-ish VRoom modes (Large Room, Large Chamber, Dark Chamber, Dark Space). Turn the Late Size control up, and discrete early reflections can be heard. Use Early Send to smooth these out, or leave them as is according to your own tastes.
  • Sulaco has a LOT of modulation going on inside of it, of the “detuning” variety.
  • The stereo image in Sulaco is somewhat different than the other reverb modes. The Late Cross control will affect the stereo imaging of the output, with higher values resulting in a more “mixed” stereo image of the initial Late output (in the other modes, Late Cross affects the decay, but not the initial stereo image). This can help in producing a more “solid” stereo image, which can work well with drums and other percussive instruments.

A number of Sulaco examples have been posted to SoundCloud since ValhallaRoom 1.0.9 was released on Friday. Simon Stockhausen has posted two soundfiles, using mallet piano and his own bowed cymbal sound banks for Alchemy:

BrontoScorpio has posted an example of Urs Heckmann’s Zebra being sent through Sulaco:

 

New CD released with ValhallaRoom as the main reverb

This was recently posted to Gearslutz:

Very proud to announce Blue Umbrella’s debut album, “Ancient Freedom Songs”.

Blue Umbrella | Ancient Freedom Songs


 

 

 

 

 

 

 

 

This album has been a year in the making.
During that time many different ITB reverbs have been used.
All the usual suspects were tried……

In the end, Valhalla Room was used for all ITB reverb duties.

There were 6 separate aux reverb sends used, each with Room.
Vox, snare, sax, guitar 1, guitar 2, percussion.
All aux sends used Dark algos, mainly Dark Room and Dark Chamber.
Some keys and strings tracks used Room as an insert.

We used Room because we love the space it creates without being too obvious. Subtle, smooth and wide.

Thanks Sean, love your work.

Here in Perth the CD Launch is Friday night at Steve’s in Nedlands.

Congratulations on the CD release!

ValhallaRoom Updated to 1.0.8. Resizable GUI, new reverb modes

We’ve been working hard here at Valhalla DSP towers [i.e. I’ve been working hard typing in code on my laptop while sitting at the dining room table]. One of the fruits of this labor:

ValhallaRoom has been updated to version 1.0.8. The newest features:

  • Resizable GUI. When ValhallaRoom was first released, I received several complaints that the GUI was too big. Version 1.0.8 has been updated. Now the GUI can get much, much bigger. It can also get smaller, if that is your thing.
  • Two new reverb modes, Nostromo and Narcissus. The new reverb modes both have a sparser initial echo density than most of the ValhallaRoom modes, and take longer to build in echo density. This, combined with the high frequency attenuation, random modulation, and deliberately noisy delay interpolation, can be used to create grainy emulations of vintage reverbs, as well as denser decays that have a wide spatial image.
    • Nostromo is the biggest sounding reverb in ValhallaRoom, with audible echos at the largest size settings that slowly evolve into a rich decay.
    • Narcissus is Nostromo’s little sibling, with an initial denser decay. Narcissus is also the “lightest” reverb mode in ValhallaRoom, with a very low CPU hit.

Simon Stockhausen has some beautiful demos using the new ValhallaRoom reverb modes on his Soundcloud page. The first example uses Stockhausen’s amazing soprano sax playing, processed by Nostromo:

The next example uses Symplant through Narcissus:

The final example utilizes a ring modulated sound from Alchemy, and runs it through Narcissus:

Update links have been sent out to all VRoom customers, and demos of the GUI resizing and new modes can be found on the webpage.

ValhallaRoom: Dark Chamber / Dark Space Sound examples

A couple of great sounding examples of the new reverb modes in ValhallaRoom, Dark Chamber and Dark Space, have been posted on SoundCloud. The first is from Elan Hickler, and goes from a distorted explosion noise storm to beautiful cinematic ambient, all processed with the new Dark Space mode in ValhallaRoom:

Next up, Simon Stockhausen has posted an example of his beautiful soprano sax playing (from one of his Kontakt sample libraries) through the Dark Space mode:

Finally, Simon Stockhausen processes an electronic drum beat (twisted by Turnado) through the Dark Chamber mode:

Note that Stockhausen is automating the reverb DECAY control, which creates a cool sounding “fade-in” of reverb energy when it goes from long decays to short ones.

Simon and Elan, thanks for the great examples!

ValhallaRoom Updated to Version 1.0.7. New reverb modes: Dark Chamber and Dark Space

ValhallaRoom has been updated to version 1.0.7. Changes since 1.0.6:

  • Fixed a GUI bug in older versions of Pro Tools (7.3/7.4).
  • Improved interpolation quality for PPC versions of ValhallaRoom
  • Improved “short names” in Pro Tools insert/send windows. The shortened name now shows up as “VRoom” instead of “Valh.”
  • Two new reverb modes: Dark Chamber and Dark Space.

A bit about the new reverb modes:

  • As the names suggest, they are dark. All frequencies above 1/4 the sampling rate are completely attenuated.
  • The modulated delays are cleaner than the deliberately dirty delay modulation used in Dark Room.
  • The modulation in both modes is more balanced than the modulation used in Dark Room, resulting in less random pitch shifts and more of a “detuned” decay.
  • Dark Chamber has a fairly even initial echo density. In this way, it is similar to the Large Chamber reverb mode, but with deeper modulation and a much bigger size.
  • Dark Space has a lower initial echo density, and can have a bit of a delay of the onset of reverberation with high settings of Late Size. This also results in a wide stereo image.

The links to the new ValhallaRoom version have been sent out to all VRoom customers, and new demo links have been posted to the ValhallaRoom page.

Valhalla DSP Press and Accolades

ValhallaRoom was recently reviewed by Computer Music Magazine. A few choice quotes:

There’s a Lexicon influence evident and we were able to achieve similar results to both Lexicon’s PCM Native Reverb Plug-in Bundle and SSL’s classy X-Verb. This is especially impressive taking into account the enormous price difference.

The fact that ValhallaRoom contains four different algorithms and is so competitively priced makes it a steal for anyone after a versatile reverb or something to complement their convolution collection.

A review of both ValhallaRoom and ValhallaShimmer has been posted to the Motion Pictures Editors Guild website. Some quotes:

VahallaRoom uses an algorithmic, rather than convolution, reverb.  The reverb marketplace has many fine competitors both in software and hardware, and so many of them sound really great.  But I have not heard anything short of upper-tier plug-ins like Avid’s Revibe perform such excellent sounding room reverbs.

The impression one gets when hearing them is a sound very much like the Lexicon classic reverbs––specifically the 224X/XL, the 300 and the 480L.  If this plug-in is piped into an upmixer, it would hold its own against anything out there regardless of price.

Costello’s first plug-in, Vahalla Shimmer, is similarly noteworthy.  Its focus is more about surreal reverbs and spaces, and it has a good deal of fun capabilities that can get you creating David Lynch-ian soundscapes in quite literally seconds.

Finally, BT had some nice things to say about ValhallaRoom in a recent tweet:

All of the above is in the public discourse, and stands alongside all the positive forum posts and private emails that I have received from Valhalla DSP customers. I appreciate your support! I feel very lucky that I am able to get my algorithms in the hands of musicians, and I am very grateful for all of Valhalla DSP’s customers.