sharke
I high pass and low pass the snot out of the signal before it goes into the reverb, around 500-600Hz for the high pass filter and around 10-12kHz for the low pass. I find in my case anyway that allowing frequencies outside of that band into the reverb return just adds mud and brittleness to the mix and adds clutter. Having said that, if it's a solo part then I may widen that band for effect.
I'm also heading towards using less reverb in my mixes. A careful use of delay can add space to a mix without the need for reverb. You can get a more upfront sound like this. Try it for the instruments you want to position at the front of the mix. Add a delay to each one and pan it to the opposite side of the stereo field. For instance, if you have a guitar panned at 60L then add a delay at 60R. Try rolling the highs (or the lows) off the delayed signal to make it sound different. And experiment with different reverb times.
For the instruments at the back, add a little stereo reverb to blend them. Don't be afraid to use two different reverbs on an instrument - sometimes I'll send a little to a shared room or hall reverb, and a little to a mono reverb that's panned the same as or a little to the side of the instrument. But experiment with panning a mono reverb to the opposite side. Above all, use a little bit less than you normally would. It's surprising how little you need. Sometimes a good gauge is to add reverb at a level at which you think you can't hear it, but when you turn it off you sense the difference.
You have all been a BIG help and this time John the link worked for me. Gonna read it in a few. Maybe they were updating the site.
As for the compression and eqing remarks I made. For years compression and eqing were a mystery to me, a lot of guess work and lots of trial and even more error. But now that you can visualize with wave analysis you can see what the eq and compressor is doing to a large extent but how do you visualize depth? Well raising the mid-range and lowering it is one way but reverb adds a different kind of depth that in my opinion still takes an ear to measure.
I am going to quote this whole post because it seems to me quite thought proving. I am not sure if i completely understand it Sharke.
I think this post helped me figured out what I was doing wrong.
I don't confuse high pass and low pass thought they are inherently confusing terms. I think meant on purpose to confuse. :)
It seems what you are saying is my background instruments are too hot on the upper end and drowning out my vocals and solo instruments and their subsequent reverbs. So I put a low pass shelf filter on each of the background instruments and left the vocals with a tiny high pass boost.
This lowered the "widening effect" you mentioned. The awesome sounds that come with Dimension Pro, I love that these Dimension sounds are so vibrant and hot but they are stealing all the vital upper end where most of the vocal info is. THIS WORKED!
I cannot believe it was that simple.
Now my reverbs have room to be heard. Before it seemed impossible the idea of eqing a reverb effect, I thought right, i could barely even hear them above my mix at all let alone think of finely tuning them.
Taming down the high frequencies of my pads and the snare and other background instrument fills opened that vital area where most of the solo instrument frequency info resides.
So i guess this was an eq problem and not necessarily a reverb problem.
I find hundreds of echos a bit more complicated to get a grip on than compression and equalization.
It is funny that I spent years dickering around with eq's and never even knew what a "Q" was... The internet has been such a great resource for learning and I may have progressed much further with my music had I not spent so many years simply going aimlessly round in circles. :)
Please elaborate here on any eqing, compressor and reverb effects.
I will repeat that I do not find eqing and compression as enigmatic as reverb, doubling, flanges, phase, delays etc... Eqing and compression seem more, though not completely, linear where reverb seems to be a bit more 3d.