Valhalla Room v1.6.2.2 Full version
- Release Date: 5-12-2021, 18:29
- Category: Audio Plugins / Audio Plugins
- License type: Full | License
ValhallaRoom is a versatile, true stereo algorithmic reverb. It features twelve original reverberation algorithms (including the latest Dark reverb modes, Nostromo, Narcissus, Sulaco and LV-426), and produces a wide range of natural reverberation sounds. Sounds range from tight ambiences and rooms, through traditional hall and plate sounds, all the way up to vast modulated spaces. The algorithm designs have been influenced by some of the “classic” room simulation boxes, as well as state of the art modern theory.
ValhallaRoom has been designed from a psychoacoustic perspective. Instead of creating a simplified physical model of a simplified physical space, Room generates early and late acoustic energy that provides the spatial and phase cues needed to create an “idealized” room impression. Twelve original reverb algorithims for a wide range of natural sounds ranging from tight ambiences and rooms up to vast modulated spaces.
Large Room
Designed to emulate big rooms with a wide spatial impression, with smooth “detuning” modulation. Initially, the decay is a bit sparse, but it quickly builds to a high reflection density. The Large Room algorithm has a very exponential decay, with precise control over the frequency balance of the decay over time. There is a slight amount of high frequency absorption that is inherent to the Large Room algorithm, which reflects the effects of air on high frequencies. The modulation in the Large Room algorithm is designed to create a wide stereo image, but without causing random pitch shifts in the decay.
Medium Room
Sparser than Large Room, with a more random modulation. This algorithm emulates a room with walls that are somewhat wider than Large Room – more of a “square” geometry as opposed to the “shoebox” reflection patterns of Large Room. The modulation is more random than Large Room and can cause some random pitch shifts for long decays – which is also a characteristic of many of the “classic” reverb algorithms as found in the early Lexicon boxes.
Bright Room
A lush, shinier-than-life reverb, with deep modulation and a somewhat slower attack. This slow attack time is a characteristic of larger halls but can also be heard in some of the “classic” digital reverbs. The decay of the Bright Room algorithm has more high frequency “air” and “sheen” than the other algorithms – it is fair to say that Bright Room is more “digital” than the other algorithms, in a good way. The modulation in Bright Room is random, complex, and deep, with the goal to provide lush chorusing to any input signal. At some settings, it can sound close to string ensembles, and for long decays, it turns static input sounds into evolving pads.
Large Chamber
Smooth decay with consistent high echo density and subtle detuning modulation. This algorithm shares many characteristics with Large Room but has a much more “even” early echo density. Instead of emulating the initial echo sparseness of most rooms, it starts off with a very high echo density, similar to the high echo densities found in echo chambers and similar spaces (I’ve spent a lot of time clapping my hands in multi-story concrete stairwells and listening to the decay). The goal with Large Chamber was to get a sound that was “larger than life,” with the echo density of a small space but the modal density of a large hall.
Dark Room
A departure from the high fidelity path taken by the original 4 reverb modes in Valhalla Room. It is deliberately low-fi, with noisy interpolation, no high frequencies above 11 kHz, and a late reverb that can have a low initial echo density. It also has a wide stereo image, a clear decay with lush randomized chorusing, and sits in a mix quite nicely. An added bonus is that the CPU is significantly lower than the other Valhalla Room reverb modes. This was the first "mode update" in a Valhalla plugin, dating back to summer 2011, and began our tradition of adding radically different algorithms to existing plugins.
Dark Chamber
Similar to the original Large Chamber algorithm, but bigger and darker, with deeper detuning modulation. Dark Chamber has a fairly even initial echo density. In this way, it is similar to the Large Chamber reverb mode, but with deeper modulation and a much bigger size.
Dark Space
A HUGE dark space, with a somewhat sparser early echo density and deep detuning modulation. Dark Space has a lower initial echo density, and can have a bit of a delay of the onset of reverberation with high settings of Late Size. This also results in a wide stereo image.
Nostromo
Nostromo is the biggest sounding reverb in Valhalla Room, with audible echos at the largest size settings that slowly evolve into a rich decay. Very sparse early echo density, slow density build, random modulation, and wide spatial image.
Narcissus
Narcissus is Nostromo’s little sibling, with an initial denser decay. Narcissus is also the “lightest” reverb mode in Valhalla Room, with a very low CPU hit. Dark, lush, wide, with random modulation that quickly builds into rich chorusing. The little sibling of Nostromo, but it is still big. Designed for low CPU consumption.
Sulaco
Sulaco is Dark. In this case, “Dark” means that the top octave is gone – no audible energy above 1/4 the sampling rate. There probably is some energy if you look at a spectrogram, but it will be at least -100 dB down, so “gone” is a good way of describing things. Dark with lush modulation and a well-centered stereo image. The Late Size control can sweep the reverb from tight rooms to vast echoing spaces
LV-426
A dark, deep space reverb, with the wide spatial image of Nostromo and Narcissus, but with a much higher initial echo density than either of those reverbs. LV-426 has a somewhat slower attack than the other modes, and has highly diffused random modulation for lush decays.
Dense Room
Similar to Large Room, but with a denser distribution of early echos, and a tone that is brighter while still having the “darkness” of the Dark algorithms. Great for snare drums!
ValhallaRoom has been designed from a psychoacoustic perspective. Instead of creating a simplified physical model of a simplified physical space, Room generates early and late acoustic energy that provides the spatial and phase cues needed to create an “idealized” room impression. Twelve original reverb algorithims for a wide range of natural sounds ranging from tight ambiences and rooms up to vast modulated spaces.
Designed to emulate big rooms with a wide spatial impression, with smooth “detuning” modulation. Initially, the decay is a bit sparse, but it quickly builds to a high reflection density. The Large Room algorithm has a very exponential decay, with precise control over the frequency balance of the decay over time. There is a slight amount of high frequency absorption that is inherent to the Large Room algorithm, which reflects the effects of air on high frequencies. The modulation in the Large Room algorithm is designed to create a wide stereo image, but without causing random pitch shifts in the decay.
Sparser than Large Room, with a more random modulation. This algorithm emulates a room with walls that are somewhat wider than Large Room – more of a “square” geometry as opposed to the “shoebox” reflection patterns of Large Room. The modulation is more random than Large Room and can cause some random pitch shifts for long decays – which is also a characteristic of many of the “classic” reverb algorithms as found in the early Lexicon boxes.
A lush, shinier-than-life reverb, with deep modulation and a somewhat slower attack. This slow attack time is a characteristic of larger halls but can also be heard in some of the “classic” digital reverbs. The decay of the Bright Room algorithm has more high frequency “air” and “sheen” than the other algorithms – it is fair to say that Bright Room is more “digital” than the other algorithms, in a good way. The modulation in Bright Room is random, complex, and deep, with the goal to provide lush chorusing to any input signal. At some settings, it can sound close to string ensembles, and for long decays, it turns static input sounds into evolving pads.
Smooth decay with consistent high echo density and subtle detuning modulation. This algorithm shares many characteristics with Large Room but has a much more “even” early echo density. Instead of emulating the initial echo sparseness of most rooms, it starts off with a very high echo density, similar to the high echo densities found in echo chambers and similar spaces (I’ve spent a lot of time clapping my hands in multi-story concrete stairwells and listening to the decay). The goal with Large Chamber was to get a sound that was “larger than life,” with the echo density of a small space but the modal density of a large hall.
A departure from the high fidelity path taken by the original 4 reverb modes in Valhalla Room. It is deliberately low-fi, with noisy interpolation, no high frequencies above 11 kHz, and a late reverb that can have a low initial echo density. It also has a wide stereo image, a clear decay with lush randomized chorusing, and sits in a mix quite nicely. An added bonus is that the CPU is significantly lower than the other Valhalla Room reverb modes. This was the first "mode update" in a Valhalla plugin, dating back to summer 2011, and began our tradition of adding radically different algorithms to existing plugins.
Similar to the original Large Chamber algorithm, but bigger and darker, with deeper detuning modulation. Dark Chamber has a fairly even initial echo density. In this way, it is similar to the Large Chamber reverb mode, but with deeper modulation and a much bigger size.
A HUGE dark space, with a somewhat sparser early echo density and deep detuning modulation. Dark Space has a lower initial echo density, and can have a bit of a delay of the onset of reverberation with high settings of Late Size. This also results in a wide stereo image.
Nostromo is the biggest sounding reverb in Valhalla Room, with audible echos at the largest size settings that slowly evolve into a rich decay. Very sparse early echo density, slow density build, random modulation, and wide spatial image.
Narcissus is Nostromo’s little sibling, with an initial denser decay. Narcissus is also the “lightest” reverb mode in Valhalla Room, with a very low CPU hit. Dark, lush, wide, with random modulation that quickly builds into rich chorusing. The little sibling of Nostromo, but it is still big. Designed for low CPU consumption.
Sulaco is Dark. In this case, “Dark” means that the top octave is gone – no audible energy above 1/4 the sampling rate. There probably is some energy if you look at a spectrogram, but it will be at least -100 dB down, so “gone” is a good way of describing things. Dark with lush modulation and a well-centered stereo image. The Late Size control can sweep the reverb from tight rooms to vast echoing spaces
A dark, deep space reverb, with the wide spatial image of Nostromo and Narcissus, but with a much higher initial echo density than either of those reverbs. LV-426 has a somewhat slower attack than the other modes, and has highly diffused random modulation for lush decays.
Similar to Large Room, but with a denser distribution of early echos, and a tone that is brighter while still having the “darkness” of the Dark algorithms. Great for snare drums!
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