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
| Port | Type | Default |
|---|---|---|
| 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. | bool | true |
| 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. | int | 4 |
| MixDry to wet balance — 0 is the untouched signal, 1 is reverb only. Clamped to 0…1. | float | 0.3 |
| SizeRoom (Freeverb): how long the room rings, 0–1 (Terremoti 0.57 — comb feedback 0.86). | float | 0.57 |
| DampingRoom (Freeverb): how quickly the high end dies in the tail, 0–1 (Terremoti 0.28). | float | 0.28 |
Outputs
| Port | Type |
|---|---|
| AudioThe signal to send into the space. Cable any engine source or another effect here. | structure |
| Level | float |
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
| Port | Type | Default | Description |
|---|---|---|---|
| Audio | Structure | — | Engine audio signal to process. |
| Enable | Bool | true | When false, the reverb is cleanly bypassed — audio passes through unchanged. |
| Preset | Int | 4 | Space model, index 0–12 (see table below). Default 4 = Medium Hall. |
| Mix | Float | 0.3 | Wet/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
| Index | Preset | Character |
|---|---|---|
| 0 | Small Room | Tight, short, intimate — subtle thickening. |
| 1 | Medium Room | A real-sounding rehearsal-room ambience. |
| 2 | Large Room | Bigger room, audible decay, still "indoors". |
| 3 | Large Room 2 | Alternate large-room voicing. |
| 4 | Medium Hall | The all-rounder concert hall — the default. |
| 5 | Medium Hall 2 | Alternate medium hall voicing. |
| 6 | Medium Hall 3 | A third medium hall flavor. |
| 7 | Large Hall | Long, grand concert-hall decay. |
| 8 | Large Hall 2 | Alternate large hall voicing. |
| 9 | Medium Chamber | Classic chamber — dense, smooth, vintage studio. |
| 10 | Large Chamber | Bigger chamber, longer and darker. |
| 11 | Plate | The studio plate: bright, dense, no early room character — great on voices and percussion. |
| 12 | Cathedral | Enormous, 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.
Free download. Every feature for 7 days, no card. Then €99.99 once — or keep playing your projects as a Player.