AudioReverb
✖
AudioReverb

Details and Options


- Audio reverberation is the composition of an audio signal with its reflection from the environment that it is played in, after absorption by different objects in the room.
- The reverberation model can be any of the following:
-
roomsize room size from 0 (small) to 1 (large) {roomsize,damping} high-frequency damping from 0 to 1 iresponse impulse response given as an Audio object - Typical roomsize settings include:
-
"SmallRoom" small room "LargeRoom" large room "SmallHall" small hall "LargeHall" large hall - Typical damping settings include:
-
"Low" low amount of high-frequency damping (a bright room) "Medium" medium amount of high-frequency damping "High" high amount of high-frequency damping (a dark room) - AudioReverb[audio] is equivalent to AudioReverb[audio,{.75,.25},0.5].
- The mixing parameter mix can be any real number between 0 and 1.
- With mix=0, only the original signal is returned; with mix=1, only the reverberated signal is returned.
- In AudioReverb[audio,iresponse], the input audio and the impulse response should have the same number of channels, or one should be a single-channel signal.
- The AudioType of the returned object is either "Real32" or "Real".
- AudioReverb takes a PaddingSize option that controls the duration of the reverberation effect. By default, no padding is added.
- Use PaddingSize->pad to add pad seconds of padding to the right of the audio signal.
Examples
open allclose allBasic Examples (3)Summary of the most common use cases
Create a reverberation effect:

https://wolfram.com/xid/0b0lajytf6x-nryizk

Simulate reverberation of a small hall:

https://wolfram.com/xid/0b0lajytf6x-b07fko

Simulate the reverberation of real space using an impulse response recording:

https://wolfram.com/xid/0b0lajytf6x-6gt6ig

Scope (4)Survey of the scope of standard use cases
Control the size of the reverberating environment:

https://wolfram.com/xid/0b0lajytf6x-4f66u7

https://wolfram.com/xid/0b0lajytf6x-rnruh2

Use a value of 1 to create reverberation that decays very slowly:

https://wolfram.com/xid/0b0lajytf6x-6pp4d2

Control the attenuation of high frequencies in the reverberated signal:

https://wolfram.com/xid/0b0lajytf6x-i66oqf

https://wolfram.com/xid/0b0lajytf6x-6udtqf

Use a value of 1 to get a maximal amount of high-frequency filtering:

https://wolfram.com/xid/0b0lajytf6x-3d4zl1

The mix parameter controls the ratio between the original signal and the reverberated signal:

https://wolfram.com/xid/0b0lajytf6x-36rh49
Use a mix value of 0 to return the original signal ("dry"):

https://wolfram.com/xid/0b0lajytf6x-zy9w3q

Use a value of 1 to return the reverberated signal ("wet") only:

https://wolfram.com/xid/0b0lajytf6x-mot2mf

Use a value between 0 and 1 to control the ratio between the "dry" and "wet" signals:

https://wolfram.com/xid/0b0lajytf6x-xezpi

Process the audio track of a video:

https://wolfram.com/xid/0b0lajytf6x-l7x9gq

Options (1)Common values & functionality for each option
Applications (2)Sample problems that can be solved with this function
AudioReverb can be used to insert a sound in a space different from the one it was recorded in:

https://wolfram.com/xid/0b0lajytf6x-skl2n7

Create sound effects by using the convolution reverb with audio objects that are not impulse responses:

https://wolfram.com/xid/0b0lajytf6x-cdn2zf

https://wolfram.com/xid/0b0lajytf6x-irthx4


https://wolfram.com/xid/0b0lajytf6x-z97g8w

Properties & Relations (2)Properties of the function, and connections to other functions
If the input is a mono audio object, the impulse response can have an arbitrary number of channels:

https://wolfram.com/xid/0b0lajytf6x-bajy93

https://wolfram.com/xid/0b0lajytf6x-64669l

The output will have the same number of channels as the impulse response:

https://wolfram.com/xid/0b0lajytf6x-07df1c

If the input is an audio object with n channels, the impulse response can have either 1 or n channels:

https://wolfram.com/xid/0b0lajytf6x-7yxsn0


https://wolfram.com/xid/0b0lajytf6x-d6ppnr

https://wolfram.com/xid/0b0lajytf6x-vefc4d

The output will have the same number of channels as the input:

https://wolfram.com/xid/0b0lajytf6x-nvzhwk


https://wolfram.com/xid/0b0lajytf6x-0fdus3

The ExampleData["Audio"] collection holds several recordings of impulse responses:

https://wolfram.com/xid/0b0lajytf6x-m8x5yl

Wolfram Research (2016), AudioReverb, Wolfram Language function, https://reference.wolfram.com/language/ref/AudioReverb.html (updated 2024).
Text
Wolfram Research (2016), AudioReverb, Wolfram Language function, https://reference.wolfram.com/language/ref/AudioReverb.html (updated 2024).
Wolfram Research (2016), AudioReverb, Wolfram Language function, https://reference.wolfram.com/language/ref/AudioReverb.html (updated 2024).
CMS
Wolfram Language. 2016. "AudioReverb." Wolfram Language & System Documentation Center. Wolfram Research. Last Modified 2024. https://reference.wolfram.com/language/ref/AudioReverb.html.
Wolfram Language. 2016. "AudioReverb." Wolfram Language & System Documentation Center. Wolfram Research. Last Modified 2024. https://reference.wolfram.com/language/ref/AudioReverb.html.
APA
Wolfram Language. (2016). AudioReverb. Wolfram Language & System Documentation Center. Retrieved from https://reference.wolfram.com/language/ref/AudioReverb.html
Wolfram Language. (2016). AudioReverb. Wolfram Language & System Documentation Center. Retrieved from https://reference.wolfram.com/language/ref/AudioReverb.html
BibTeX
@misc{reference.wolfram_2025_audioreverb, author="Wolfram Research", title="{AudioReverb}", year="2024", howpublished="\url{https://reference.wolfram.com/language/ref/AudioReverb.html}", note=[Accessed: 10-July-2025
]}
BibLaTeX
@online{reference.wolfram_2025_audioreverb, organization={Wolfram Research}, title={AudioReverb}, year={2024}, url={https://reference.wolfram.com/language/ref/AudioReverb.html}, note=[Accessed: 10-July-2025
]}