Object-based audio is gaining momentum as a means for future audio productions to be format-agnostic and interactive. Recent standardization developments make recommendations for object formats, however the capture, production and reproduction of reverberation is an open issue. In this paper, we review approaches for recording, transmitting and rendering reverberation over a 3D spatial audio system. Techniques include channel-based approaches where room signals intended for a specific reproduction layout are transmitted, and synthetic reverberators where the room effect is constructed at the renderer. We consider how each approach translates into an object-based context considering the end-to-end production chain of capture, representation, editing, and rendering. We discuss some application examples to highlight the implications of the various approaches.
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