Effects and Spatial Processing

Lorenz Schwarz
Karlsruhe University of Arts and Design (HfG)
Winter Semester 2025/26
Course info

Slides marked include a live REAPER demonstration.

← Overview

Effects and Spatial Processing

Sound localization cues

Sound localization combines several auditory cues.

  • time difference: different arrival times at the ears
  • level difference: different levels at the ears
  • spectral cues: filtering by the pinnae, head, and torso

This section focuses on time and level differences because they are central to stereo reproduction.

Related: Fundamentals of Sound · Sound Localization · Room Acoustics

Interaural time and level differences


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Effects and Spatial Processing

Stereo loudspeaker reproduction

Two loudspeakers can create phantom images through level and timing differences between the channels.

  • setup: approximately equilateral triangle, with the loudspeakers at ±30°
  • reference position: centered and equally distant from both loudspeakers
  • sweet spot: region around this position where the stereo image is most stable

Stereo loudspeaker arrangement and phantom-source positions

Effects and Spatial Processing

Summing localization

Correlated signals can fuse into a phantom image. Equal signals produce the center; level or time differences shift it toward the louder or earlier loudspeaker.

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Effects and Spatial Processing

Equal-power stereo panning

Equal-power panning moves a source by changing the two channel gains while maintaining approximately constant combined power.

  • channel gain: one channel decreases as the other increases
  • endpoints: one channel at 0 dB; the other muted
  • center: equal gain in both channels, normally −3 dB each

Equal-power channel gains across the stereo pan position

Effects and Spatial Processing

Mono, dual mono, and stereo

  • mono: one channel carrying one signal
  • dual mono: the same signal in both channels; over two loudspeakers it forms a phantom center without interchannel differences
  • stereo: two channels using interchannel differences to create a spatial image
  • stereo width: the horizontal extent of the image between the loudspeakers

Dual mono can produce a phantom center; stereo width requires interchannel differences.

Effects and Spatial Processing

Spatial audio beyond stereo

Spatial audio may be represented in several ways:

  • channel-based: signals assigned to loudspeaker channels, such as 5.1 or 22.2
  • object-based: sources with position metadata, rendered during playback
  • scene-based: an encoded sound field, as in Ambisonics

Reproduction may use loudspeaker arrays or binaural headphone rendering. Diffusion projects sound through loudspeaker arrangements, including unconventional or site-specific setups, either fixed or performed live.

Effects and Spatial Processing

Time-based and spatial effects

Delay, reverberation, and spatial perspective

Effects and Spatial Processing

Delay principles and technologies

Perceptual result

  • delay: one or more distinct repetitions
  • reverb: many dense reflections perceived as an environment

Implementation

  • tape: loops and playback heads; speed and spacing determine delay time
  • electronic: bucket-brigade circuits or digital memory
  • software: flexible timing, feedback, routing, synchronization, and modelling
Effects and Spatial Processing

Insert and send/return routing

Effects can operate in series or in parallel.

  • insert: processes the complete track signal; dry/wet balance is set within the effect
  • send/return: processes a copy in parallel; the return is normally 100% wet
  • post-fader sends follow the source fader; pre-fader sends remain independent

Comparison of insert processing and send-return routing

Effects and Spatial Processing

Echo

An echo is a distinct repetition heard after the original sound.

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Whether it separates from the source depends on the delay time and the character of the sound.

Effects and Spatial Processing

Listening examples: the echo threshold

The same voice is presented dry and with a single equal-level repetition. Only the delay time changes.

  1. Dry: no delay.
  2. 15 ms: fused; coloration rather than a separate repeat.
  3. 55 ms: near the boundary; the repeat begins to separate.
  4. 400 ms: distinct echo.




Effects and Spatial Processing

Delay parameters

  • Time: interval before the repetition
  • Feedback: amount returned to the delay input
  • Sync: relates delay time to tempo and rhythmic divisions
  • Filtering: changes the spectrum of repeated sounds
  • Mix / level: balance between direct sound and delay
  • Stereo placement: distributes repetitions between channels
Effects and Spatial Processing

Delay signal flow

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Effects and Spatial Processing

Delay patterns and stereo placement

Single delay
One short repeat (slapback)

Feedback delay
Several decaying repeats

Ping-pong delay
Repeats alternate left and right

Single, feedback, and ping-pong delay patterns over time
Effects and Spatial Processing

Listening example: dub production

Dub uses sends, delay, feedback, and reverberation as compositional tools.

Compare the original vocal recording with its dub version:

▶ original · Bree Daniels, Oh Me Oh My

▶ dub version · The Upsetters, Oh Me Oh Dub

Effects and Spatial Processing

Components of reverberation

Reverberation is the persistence of sound formed by reflected energy.

  • Direct sound: dry signal arriving first
  • Early reflections: first reflections shaping space
  • Reverb tail: dense, decaying reflections that define ambience
Direct sound, early reflections, and reverb tail

Direct sound and wall reflections

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Effects and Spatial Processing

Artificial reverberation

Room, hall, and chamber describe spatial characters that can be produced through different approaches.

  • acoustic and electromechanical: chamber, plate, and spring
  • algorithmic: networks of delays and filters
  • convolution: applies an impulse response
  • acoustic simulation: geometric or wave-based modelling
Effects and Spatial Processing

Reverb parameters

  • predelay / early reflections: onset and initial spatial cues
  • decay: duration of the reverberant tail
  • size / diffusion: scale and reflection density
  • damping / filters: spectral change through the tail
  • width: stereo spread
  • mix: dry/wet balance (normally 100% wet on an effect return)
Effects and Spatial Processing

Impulse response

An impulse response describes how a linear, time-invariant system responds to a very short excitation.

  • the direct sound arrives first
  • early reflections follow
  • the response decays over time
  • the recorded waveform characterizes the measured source–system–receiver path in time

Examples: a room, a loudspeaker, a microphone, a filter, a plate or a spring

Effects and Spatial Processing

Measuring and applying an impulse response

A known test signal is used to measure the system:

  1. play the test signal and record the response
  2. use deconvolution to derive the impulse response
  3. apply the response to dry audio through convolution

The impulse response acts as a time-domain fingerprint of the measured path.

Impulse-response measurement and convolution

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Effects and Spatial Processing

Convolution

Convolution calculates the output of a linear time-invariant system from an input signal and its impulse response.

Each input sample produces a scaled and shifted copy of (the copies overlap and add).

Effects and Spatial Processing

Impulse response libraries

  • OpenAIR, University of York
    research and auralization; documented real spaces, usually measured with logarithmic sine sweeps; individual datasets available

  • MIT IR Survey
    acoustic research; 271 everyday spaces measured at a standardized 1.5 m source–receiver distance

  • Waves IR Library
    professional production; more than 2,000 captured responses, 4.8 GB; account required

Effects and Spatial Processing

Convolution reverb in REAPER

  1. download a room impulse response
  2. insert ReaVerb on a track
  3. choose Add → File
  4. load the impulse response WAV
  5. play a dry recording through ReaVerb
  6. compare processed and bypassed versions

ReaVerb with a cathedral impulse response loaded

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Effects and Spatial Processing

Listening examples: convolution reverb

Three measured responses, ordered by decay time. Each row presents the response, then speech and a single click processed with it.

Dry speech

Space RT60 Response Speech
Innocent Railway Tunnel · Edinburgh 1.7 s
St Paul's Cathedral · London 9.0 s
Slinky spring · a dispersive object 12.5 s







Effects and Spatial Processing

Using reverb in montage

  • add depth and space to dry recordings
  • blend layers into one coherent environment
  • lower the direct-to-reverberant ratio to suggest distance
  • use short reverbs for definition and long reverbs for atmosphere
Effects and Spatial Processing

Creative reverb techniques

  • reverse reverb: creates a rising tail before the source event
  • gated reverb: cuts off the tail abruptly for a shaped, percussive decay
  • filtered reverb: changes the spectral character of the reverberation
  • automation: changes send level, wet/dry balance, or decay to create transitions and shifts in perspective
Effects and Spatial Processing

Modulation effects

Effects and Spatial Processing

Modulation controls

An LFO (low-frequency oscillator) changes a parameter cyclically.

  • rate: speed of the modulation
  • depth: amount of change
  • shape: contour of the modulation cycle

Modulation effects may also provide:

  • feedback: returns part of the processed signal to the input, strengthening resonances
  • mix: balances direct and processed signals

Modulation rate, depth, and waveform

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Effects and Spatial Processing

Tremolo and vibrato

Both effects use periodic modulation but change different signal properties.

  • tremolo: modulates amplitude, producing a periodic change in level
  • vibrato: modulates pitch, producing periodic variation around the original pitch
Effects and Spatial Processing

Chorus, flanging, and phasing

  • chorus: combines the source with one or more short, modulated delays; small timing and pitch differences create richness and stereo width
  • flanging: combines the source with a very short, modulated delay; interference produces a moving comb-filter pattern
  • phasing: mixes the source with modulated all-pass filtering; interference produces moving spectral notches

Feedback can strengthen the resonances in flanging and phasing.

Dry source

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Tremolo · rate 4 Hz

·

Chorus · rate 0.5 Hz

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Flanging · rate 0.5 Hz

·

Phasing · rate 0.3 Hz

·

Dry source, tremolo, chorus, flanging, and phasing compared over time

Effects and Spatial Processing

Stereo width and mono compatibility

  • level, timing, spectrum, and decorrelation can create width
  • delay and modulation may create phase differences between channels
  • these differences can cancel when the signal is summed to mono

Check spatial effects in stereo and mono.

Effects and Spatial Processing

Mid/side representation

Mid/side processing converts left and right channels into sum and difference signals. Changing the Side level adjusts stereo width.

  • Mid:
  • Side:

The original channels are reconstructed as:











  • is the channel sum and forms the mono-compatible component
  • is the channel difference and carries left–right information
  • combines Mid and Side to reconstruct the original channels
Effects and Spatial Processing

Experimental processing approaches

Effects and Spatial Processing

Glitch, lo-fi, and databending

  • tape, vinyl, VHS, and digital compression have characteristic artifacts
  • degradation can be preserved, simulated, or exaggerated
  • artifacts may suggest age, memory, distance, or technological identity
  • bitcrushing, sample-rate reduction, buffer repetition, freezing, and databending treat digital systems as material
Effects and Spatial Processing

Spectral and data-driven transformation

  • spectral drawing and resynthesis: create or transform sound through a time-frequency image
  • cross-synthesis and morphing: combine characteristics of two sound sources
  • corpus-based recomposition: analyze collections and reorganize fragments by sonic similarity
  • neural resynthesis and timbre transfer: regenerate input through a model trained on another body of sounds

Examples: MetaSynth, IRCAM ASAP and RAVE, Zynaptiq MORPH, FluCoMa, and SpectraLayers.

Effects and Spatial Processing

Practical exercises

Effects and Spatial Processing

Delay time as rhythm

Use a short percussive source to make delay part of the rhythm. Explore delay times related to the project tempo and shape feedback so that the repeats form a clear pattern without clipping.

Choose one version and explain how the delay reorganizes the source.

Effects and Spatial Processing

Convolution

Transform one dry recording with two contrasting impulse responses: one room and one short non-room sound. Compare the results at similar levels and choose the response that best supports an intended spatial or timbral character.

Explain how the chosen response changed the source.

Effects and Spatial Processing

Selected references

  • Blauert, Jens. Spatial Hearing: The Psychophysics of Human Sound Localization. Revised ed., MIT Press, 1997.
  • Dutilleux, Pierre, M. Holters, S. Disch, and Udo Zölzer. “Modulators and Demodulators.” DAFX: Digital Audio Effects, edited by Udo Zölzer, 2nd ed., Wiley, 2011, pp. 83–99.
  • Farina, Angelo. “Simultaneous Measurement of Impulse Response and Distortion with a Swept-Sine Technique.” 108th AES Convention, Audio Engineering Society, 2000.
Effects and Spatial Processing

Selected references (continued)

  • Smith, Julius O. Physical Audio Signal Processing: For Virtual Musical Instruments and Audio Effects. W3K Publishing, 2010. Online edition.
  • Välimäki, Vesa, et al. “Fifty Years of Artificial Reverberation.” IEEE Transactions on Audio, Speech, and Language Processing, vol. 20, no. 5, 2012, pp. 1421–48.

Related: Fundamentals of Sound · Filters · Sound Localization · Room Acoustics

Original content: © 2026 Lorenz Schwarz
Licensed under CC BY 4.0, except where otherwise noted.

Third-party material

  • Summing localisation diagram — data redrawn after Karl Wendt (1963); excluded from the chapter CC BY 4.0 licence
  • York OpenAIR responses: Innocent Railway Tunnel, St Paul's Cathedral, and Slinky IR; CC BY 4.0

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