Short:        Reverb. 16-bit,MUI,68k/PPC, non-realtime
Author:       Daniel Westerberg (deniil@algonet.se)
Uploader:     Daniel Westerberg (deniil algonet se)
Type:         mus/misc
Version:      1.32
Architecture: m68k-amigaos; ppc-warpup; ppc-powerup

This program is an experiment to create really phat reverb effects
on audio samples. It can (only) process 16-bit AIFF mono or stereo
or 16-bit RAW stereo samples (at the moment).

It has a ton of different settings you can mess with to get the
best you of it for each song, or whatever you want to put reverb on!
Classical or choir that is recorded in studio or some other room
with bad accoustics benefit most from this program. But also
modules like ProTracker mods can sound quite nice :)

-----
The main program is compiled for 68000 CPU.
The engines are available for:
68020 without FPU
68040 with FPU
PPC - PowerUP (seems to not work properly)
PPC - WarpOS
PPC - MorphOS (no available yet)

If you have a PPC I suggest you use it! I did some testings on my
68LC040/25MHz vs. 603e/160MHz. The PPC was about 35 times faster than
the LC040 with fpu-emulation! Still the PPC could barely do real-time
speed with about 30 echoes.


Theory:
~~~~~~~
The program is based on the theory that in a cathedral (or church
or any big (non-square) room) a sound that is emitted somewhere
will be reflected by the walls, carrying pillars and other stone
monuments usually found in these kinds of buildings, with different
delay for each echo. These different delay times for each echo
would seem close to random if listed in a table, but they are not
in a real building, ofcourse. Also the volume of the different echos
are different depending on how far away each wall is and how soft it
is.

My program then creates a list of echoes with different delay times
which are randomly generated within the limits you specify. Each echo
also has a randomly generated volume, also within your specified
limits.
This is then applied onto a sample and the result can be quite
remarkable! Try the default settings, they should give a nice first
impression :-)

This program generates reverb by using brute force.


New & Changes:
~~~~~~~~~~~~~~
* NEW * Recompiled the WOS engine with GCC and squeezed the living
        shit out of the optimizer and managed to produce about 15%
        faster code :-)  I used VBCC before but my code was to optimized
        already so turning on the speed-optimizer in VBCC actually
        only made it slower, but GCC is better ;-)

* FIX * There were inconsistency in the version numbers is v1.32.
        The window title reported v1.31. This has been fixed and all
        places should read v1.33 now.

* FIX * Cathedral always save the settings when quitting. This is not
        the case anymore.

* FIX * The echo settings was always read from the echolist file even
        if this feature was turned off.

v1.31
~~~~~
* If a file seems to be raw it is assumed to be stereo now
  instead of mono as most 16-bit raw files, like CDDA are
  stereo.

* Added a gauge in the Status-field to show progress more
  clearly.

* Changed the default settings a bit.

* Added hotkeys for most menu-operations.

* Removed most Seek()-operations which might make it easier
  to use PIPE: as input.

* NOTE * There were no changes in the engines compared to v1.3.

v1.3
~~~~
* Added a lowpass filter. This will make the reverb more true.

v1.2
~~~~
* Added a start and end percentage volume for the echolist
  generator so that it will be possible to make f.ex. the
  echoes that is most far away to have a lower volume in avarage.

* Added a window in which you can see the echolist and all the
  echo peaks graphically. See the Echolist menu.

* Now it is possible to design your own echolist manually as
  a textfile. This is nice if you want to simulate something
  specific and not a random building or something.
  You can also export an echolist as text so that you can look
  at it in detail and change it to perfection if you want.

v1.1
~~~~
* This was the first public release!


--
Other programs by Deniil 715! can be found on OnyxSoft homepage at:

 http://www.onyxsoft.nu/

Feel free to mail me if you found bugs or have suggestions!
