Reverb places a sound in a space; delay repeats it. The two rules that fix most reverb problems: run reverb on a send rather than an insert, and high-pass the reverb return around 250–400 Hz. Almost all reverb-induced mud comes from low frequencies being smeared across the whole track.
| Type | Typical decay | Character | Use on |
|---|
| Room | 0.3–0.8 s | Small, early reflections dominate | Drums, guitars, glue |
| Chamber | 0.8–1.8 s | Dense, warm, less obvious | Vocals, strings |
| Plate | 1.0–2.5 s | Bright, no early reflections, smooth | Lead vocals, snare |
| Hall | 1.8–4 s | Large, slow build, wide | Orchestral, pads, ambience |
| Spring | 1–2 s | Boingy, mid-focused | Guitars, dub, lo-fi |
| Non-linear / gated | fixed, cut short | Abrupt tail | Snares, 80s drums |
Plate is the default for vocals for a reason: it has no strong early reflections, so it does not tell the listener the size of a room, it just adds sustain and sheen. A hall on a lead vocal in a dense pop mix nearly always sounds like a mistake.
Pre-delay. The gap before the tail starts. At 0 ms the reverb fuses with the source and blurs the attack. At 20–40 ms the words stay intelligible and the reverb reads as a separate event. A useful trick is to set pre-delay to an eighth-note or sixteenth-note value at your tempo so the tail lands rhythmically.
Decay (RT60). How long the tail takes to fall 60 dB. Match it to the tempo: at 120 BPM a bar is 2 seconds, so a decay much longer than that will still be sounding when the next chord arrives. For dense, fast music, 0.8–1.4 s. For sparse ballads, 2–3 s.
Size and diffusion. Size sets the modelled space; diffusion sets how quickly the echoes smear into a wash. Low diffusion on percussion keeps individual reflections audible; high diffusion on vocals is smoother.
Mix / wet. On a send this should be 100 percent wet. On an insert, 10–25 percent is a normal range.
Delay creates depth without filling every gap. A slapback at 80–140 ms with no feedback thickens a vocal and stays out of the way. A quarter-note or dotted-eighth delay creates rhythmic interest — the dotted eighth is the standard in electronic and pop because it syncopates against a straight beat.
Two habits make delays sit properly:
- Filter the repeats. High-pass at 300 Hz and low-pass at 4–6 kHz. Each repeat gets darker, mimicking real air absorption, and the delays stop competing with the dry vocal.
- Duck the delay. Sidechain the delay return from the dry vocal so repeats only surface in the gaps between phrases.
- Send, not insert. Two or three reverbs total for a whole mix is normal: a short room, a plate, and maybe a long hall.
- High-pass the return at 250–400 Hz. Bass and kick generally need no reverb at all.
- Low-pass around 8–10 kHz. Real rooms absorb high frequencies; an unfiltered digital tail sounds artificial and hissy.
- Less than you think. Set the send until you clearly hear the reverb, then back it off until you only notice it when you mute it.
- Check in mono. Reverb width can collapse and reveal a much wetter, boxier mix than you expected.
Reverb is a depth control, not a size control. Dry and bright sounds sit at the front; wet and dark sounds sit at the back. Deciding which elements belong at the back — usually pads, backing vocals and percussion — is the actual mixing decision. The lead vocal, kick and bass almost always belong at the front, which means they get the least reverb, not the most.
Related reading: how to fix a muddy mix, mixing vocals, and stereo width and panning.
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