Audio node

Audio Reverb

Places any audio signal in a virtual space — from a tight small room to a full cathedral. Audio Reverb offers 13 factory spaces and Room (Freeverb) — Terremoti Vulcana's room with Size and Damping — and a single wet/dry Mix, which makes it the fastest way to add depth, distance, and glue to a player, a live microphone, or an entire filter chain.

Inputs

PortTypeDefault
AudioThe signal to send into the space. Cable any engine source or another effect here.structure—
EnableOff bypasses the reverb and lets the audio through dry.booltrue
PresetWhich of the 13 spaces, from Small Room through the halls and Plate up to Cathedral — or Room (Freeverb), Grafit's own room with Size and Damping (Terremoti Vulcana's). Indexes outside the list snap to the nearest valid one.int4
MixDry to wet balance — 0 is the untouched signal, 1 is reverb only. Clamped to 0…1.float0.3
SizeRoom (Freeverb): how long the room rings, 0–1 (Terremoti 0.57 — comb feedback 0.86).float0.57
DampingRoom (Freeverb): how quickly the high end dies in the tail, 0–1 (Terremoti 0.28).float0.28

Outputs

PortType
AudioThe signal to send into the space. Cable any engine source or another effect here.structure
Levelfloat

How It Works

Audio Reverb sits anywhere in an audio chain: source → filters → Audio Output. Connecting the Audio input splices the node into the shared AVAudioEngine graph — the cables are the engine wiring, one clock drives everything, and the reverb can be spliced in mid-playback without a glitch.

Internally the node hosts Apple's AVAudioUnitReverb. The Preset port selects one of 13 factory space models; each preset defines the character of the simulated space — its size, decay length, early reflections, and tonal color. The preset is loaded only when the index actually changes, so cabling Preset to a control is cheap. Mix blends the dry signal (0) against the fully wet, reverberant signal (1); everything between is a natural front-to-back placement, with typical send-style depths living around 0.15–0.4.

The Audio output re-emits the processed signal as a new engine-backed snapshot, so more filters can follow and an Audio FFT can tap the chain after the reverb — the analyzer then sees the tail as well as the source, and visuals keep breathing while the reverb rings out. The Level output is a peak-decay RMS of the processed signal, which also tracks the decaying tail. Enable = false engages the audio unit's clean bypass: the dry signal keeps flowing, unprocessed.

Parameters in Depth

PortTypeDefaultDescription
AudioStructure—Engine audio signal to process.
EnableBooltrueWhen false, the reverb is cleanly bypassed — audio passes through unchanged.
PresetInt4Space model, index 0–12 (see table below). Default 4 = Medium Hall.
MixFloat0.3Wet/dry blend, 0…1. 0 = dry only, 1 = reverb only.

Outputs: Audio (the processed signal, chainable) and Level (peak-decay RMS, including the reverb tail).

Presets

IndexPresetCharacter
0Small RoomTight, short, intimate — subtle thickening.
1Medium RoomA real-sounding rehearsal-room ambience.
2Large RoomBigger room, audible decay, still "indoors".
3Large Room 2Alternate large-room voicing.
4Medium HallThe all-rounder concert hall — the default.
5Medium Hall 2Alternate medium hall voicing.
6Medium Hall 3A third medium hall flavor.
7Large HallLong, grand concert-hall decay.
8Large Hall 2Alternate large hall voicing.
9Medium ChamberClassic chamber — dense, smooth, vintage studio.
10Large ChamberBigger chamber, longer and darker.
11PlateThe studio plate: bright, dense, no early room character — great on voices and percussion.
12CathedralEnormous, very long sacred-space decay.

Use Cases

  • Instant depth on a track: Audio Player → Audio Reverb (Medium Hall, Mix 0.25) → Audio Output — the two-node "make it sound produced" move.
  • Live vocal space: Audio Input (mic) → Audio Compressor → Audio Reverb (Plate, Mix 0.2) → Audio Output — the standard voice chain, running on live input via the engine's realtime source bridge.
  • Reverb-aware visuals: Audio Player → Audio Reverb (Cathedral, Mix 0.6) → Audio Output, with an Audio FFT tapped on the reverb's Audio output — visuals decay with the tail instead of cutting off with the source.
  • Breakdown wash: cable Mix to a UI slider or LFO in a chain Audio Player → Audio Filter (low-pass) → Audio Reverb → Audio Output; sweep Mix toward 1.0 while closing the filter for the classic build-up drown.
  • Dark ambient bed: Audio Player → Audio Reverb (Large Chamber, Mix 0.8) → Audio Filter (Low Pass ≈ 3000) → Audio Output — mostly-wet reverb, then filtered so the wash sits behind everything.
  • Preset-hopping performance: cable Preset to an Int control or Counter and step through spaces live — the preset loads only on change, so switching is seamless as a performance gesture.

Tips

  • Keep Mix modest (0.15–0.35) for realism; a full hall at 0.25 reads as "in a hall", while 0.7+ reads as an effect — both useful, but know which you want.
  • Reverb after a delay turns discrete echoes into a smeared space; delay after reverb echoes the whole room. Order is a creative choice, and the engine lets you re-order nodes mid-playback.
  • Follow a big reverb with an Audio Filter (High Pass ≈ 150–300 Hz) to stop low-end rumble from washing the mix — bass and reverb tails fight for the same space.
  • Plate (11) flatters voices and snares; Chambers (9–10) suit vintage warmth; Cathedral (12) is spectacular on sparse material but drowns dense mixes.
  • Enable = false is a clean bypass — but note the tail cuts with the effect; for a natural ring-out, fade Mix to 0 instead of toggling Enable.
  • Tap an Audio FFT before the reverb for tight beat detection and after it for atmospheric visuals — every filter has its own analysis tap, so you can do both at once.

Open Audio Reverb in the interactive catalog →

Audio Reverb is one of 381 nodes in Grafit Pro.

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More Audio nodes