Ascent Reverb
by Audio Damage
Hall reverb paired with a pitch shifting particle engine
Nov 19, 202545 minWatch on YouTube ↗
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Jump to
- 9:12The three expanse sizes and decay used as a plain room reverb
- 11:07Bloom feeding input and output back into the main reverb
- 11:43Particulate switch adding random pitch shifting to the tail
- 12:16Ducking pulling the tail back so the input note cuts through
- 14:29Regen recirculating pitched particles into ascending and descending trails
- 18:06Darkness sweeping the internal low-pass filters
- 21:40Factory presets run through on electric guitar
What it does
Two reverbs in one interface: an expansive hall with three room sizes and a long decay, and a particle engine that pitch shifts the tail by a set number of semitones. Bloom feeds the input and output back into the main reverb, regen recirculates the pitched particles so trails climb or fall, and darkness sweeps a set of internal low-pass filters. Ducking holds the tail back while the input note sounds.
In the demo
Jade starts from a zeroed patch on piano and adds one control at a time, showing how bloom and regen alone produce large sounds even on the smallest expanse. She then runs the factory presets on guitar, where the pitched trails read as scraping metal rather than shimmer.
Worth knowing
These are wide, frequency-heavy spaces that Jade calls messy without the ducking engaged, so it is not a quick room reverb for a busy mix. The desktop version is a separate purchase from audiodamage.com.
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