A typical reverberation processor simulates some room-specific early reflections realized as a FIR filter and a "room-unspecific" (independent of source/receiver position) random reverberation process implemented as a recursive algorithm. High quality reverberation can also be obtained by using a pseudo-random reverberation process, combined with a simulation of early reflections. The starting point is a random impulse response segment with a short length TL. A complete reverberation tail is generated by periodic repetition of down-scaled versions of the random (exponentially weighted) impulse response segment. Listening tests show that high quality synthetic reverberation requires an echo density exceeding app. 2000 pr. second. The repetition frequency must be lower than about 10 per sec. It was found that this value is highly dependent on the reverberation time.
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