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Sound

Click Sound at the right of the console to open the SOUND panel. It is there in the app, the VST3 and RESERVOIR Instrument. The panel sets what each part sounds like and where it sits in the room. AUDIO ENGINE in its header turns RESERVOIR’s own sound on and off.

Choosing parts

The layer strip across the top has one numbered cell per part, a level bar under each, a DRM cell for the drum kit, and a SOLO cell.
  • Click a cell to edit that part. Click it again to deselect it; with no part selected, the caption reads all layers and edits apply to every part.
  • SOLO plays only the selected parts. While it is on, clicking a cell adds it to the solo set or takes it out.
  • When there are more parts than fit, < p/n > turns the page.
  • A cell marked ! has an instrument that is not installed. A dot means the part has its own pitch settings.
The PITCH card on the main screen follows the same selection.

INSTRUMENT

Choose an instrument for the selected parts. Type in filter instruments to search. GM PROGRAMS lists the General MIDI set, and NOMN Drum Computer is the drum kit. The box beside it sets how a sampled instrument changes pitch. The choice is saved with the instrument. The console’s Voices line counts these units against the voice cap.

TIMBRE

Seven knobs from 0 to 1: Brightness, Inharmonicity, Body, Density, Effort, Breath and Prominence. Each changes the tone of the selected parts. Alt-drag or right-drag a knob to set its destination. MORPH sets how long, from 0 to 120 seconds, the knob takes to travel to its destination, so the tone changes slowly over a passage.

ENVELOPE

Drag the curve to set attack (ATK), decay (DEC), sustain level (SUS) and release (REL) for the selected parts.

EFFECTS

REVERB

On a multichannel room the reverb uses every speaker.

DELAY

SPACE

SPACE has three tabs.

ANCHOR

Click the pad to place the selected parts around the listener. FRONT is marked at the top. SPREAD, from 0 to 1, widens a part from a point into an area.

ROOM

The speaker layout. Pick a preset (Stereo, Quad, 5.1, 7.1, Atmos 5.0.4, 7.1.4 or 9.1.6, rings of 4 to 32, a Cube of 8, Boxes of 8 to 32, Domes of 9, 17 or 25) or build your own: drag a speaker marker on the floor, or type its X, Y and Z. Save and load layouts from the same menu. Parts are placed between the nearest speakers, so the same anchor works on any layout.

FIELD

FIELD moves the parts through the room as a group. FORM sets the shape they make: POINT, PAIR, POLYGON, CLUSTER, ARC, RING, CONSTELLATION, OPPOSITION, BURST or SPIRAL. Each part can have its own FORM; select a part first, or select none to set the form for all. These are rest positions. The Spatial depth on the ECHO STATE NETWORK card moves the parts around them. With DRM selected, ENSEMBLE places the whole kit as one group and PER HIT gives each drum hit its own place. In PER HIT the polar view shows a cloud of where the hits land.

MIX

STAGE shows each part’s frequency range as a bracket. Drag the selected part’s bracket to move it, and the fill shows that part’s share of the mix. The FUSE ↔ SEPARATE meter reads how much the parts blend into one sound. LEVELS has the input and output meters and the MASTER fader.

OUTPUT

The console shows the gain reduction as GR.

BANDS and EQ

BANDS has eight knobs, <63, 125, 250, 500, 1K, 2K, 4K and >4K, one per compressor band, from 0 to 1. Each sets how much of that band’s compression you hear, and draws its gain reduction. EQ comes after the compressor: a low shelf, three peaks and a high shelf. Drag a node to set its frequency (20 Hz to 20 kHz) and gain (±15 dB), and use the mouse wheel for its width (Q 0.3 to 8). The tab reads EQ ON while the curve is not flat.