Version 0.9.0
Spatial Convolutional Reverb
2026-07-16
build 977a3f4*
Spatial Convolutional Reverb
Hartley DSP created THeVerb to allow musicians and producers to make digital instruments and recordings sound alive, with the warmth and character that comes from human performance in a real space. With today’s technology recording live isn’t always an option and, even when it is, it can be difficult, expensive or creatively limiting. THeVerb lets you bring digital sources into realistic acoustic environments, so that you can have the best of both worlds.
THeVerb is a unique spatial convolutional reverb plug-in. It allows you to place and move sound sources within a space, simulating the way sounds are affected by the distance and direction of the source from the listener, and the reverberation that occurs as sound waves reflect off the walls, ceiling and floor. Our brains are exquisitely sensitive to these spatial cues. The tiny differences they create in the sounds reaching our left and right ears create a vivid sense of space even when we are not consciously aware of them. By combining different instances of THeVerb, you can recreate the interaction of sounds from different musicians playing together at the same time, in the same room, even if they were recorded separately.
The THeVerb plugin interface
This section walks you through the process of installing and activating your THeVerb plugin. Activation is required to unlock the full functionality of the plugin, but you can also use it in Trial mode to evaluate it before purchasing.
Visit hartleydsp.com/products to download the latest installer. Run the installer and follow the prompts to install THeVerb on your system. The installer includes the plugin itself, as well as the factory IR library (a set of different acoustic spaces you can use with your plugin), and this user manual.
THeVerb Installer
VST3 plugins work differently from previous VST versions (which could
be installed to various locations). The VST3 standard specifies a single
location for installation:
C:\Program Files\Common Files\VST3\. Your DAW may not
operate correctly if the plug-in is installed elsewhere.
The installer will place the factory IR library in a folder within
your Windows user account:
%appdata%\Hartley DSP\THeVerb\IRLibrary (this typically
corresponds to a location like
C:\Users\<username>\AppData\Roaming\HartleyDSP\THeVerb\IRLibrary).
In the HartleyDSP folder we also store other information your plugin
needs, such as your settings and presets.
Your license information is included in the settings file, so you should not modify or delete it unless instructed to by Hartley DSP support (otherwise you may need to reinstall and/or reactivate your license).
When you first open THeVerb (typically adding it as an insert in your DAW) it will run in Trial mode. This mode allows you to use the plugin with some limitations to evaluate it before purchasing, to activate your license when you buy a license (removing the limitations), and to reactivate if your system changes or the license information is lost. When in Trial mode the plugin displays an orange indicator and “Trial Mode” text at the bottom of the interface.
To activate click on the orange “Activate” button (marked X, below) at the top of the interface, just to the right of the THeVerb logo. This will open the activation dialog, where you will enter your email address and license key. You can find your license key in the confirmation email you received when you purchased, or in your account on our website. After entering your information, click “Activate” to complete the process. If the activation is successful, you will see a confirmation message and the plugin will be fully functional.
Your license key is tied to the email address you used to purchase, which should also be your login at hartleydsp.com. Be sure to use the same email address when activating your license. If you have any issues with activation, please contact support at support@hartleydsp.com or visit hartleydsp.com/support.
You are permitted to activate your license on up to 3 different machines at the same time. If you need to deactivate a license from a machine (for example if you are no longer using it, or if you have reached the activation limit), you can do so from your account at hartleydsp.com. This will free up one of your activations for use on another machine. If you need more than 3 activations, or if you are unable to deactivate a license, please contact support. If you lose control of the critical email address, but still have proof of purchase, we can also assist with recovery.
Activation dialog
If you are enrolled on our beta testing programme, you will be able to download a different installer, and the activation process for Beta versions requires a different license key which you can collect from the beta area of your account at hartleydsp.com.
Beta Activation dialog Note that a different license key is required for Beta versions.
The plugin is fully functional in Trial mode, with the following exceptions: - A limited number of rooms are available. In the full version 45 rooms are included. - Spatial features (XY source position, distance attenuation, distance delay and binaural microdelays)are available for 30 minutes in each session. After 30 minutes spatial features are locked and the reverb operates in mono. To continue evaluating, start a new session. - The “Spatialize” feature for User IRs is not available in Trial mode.
Trial Mode Session Time Expiry When the session timer expires in Trial mode: Spatial features are locked (1 - distance attenuation, distance delay, binaural microdelays; 2 - XY positioning). These features can be unlocked by activating the full version (3 - activate button). To continue evaluating the plugin you can start a new session and the timer will reset.
Trial Mode Room Browser In Trial mode a limited number of rooms are unlocked. You can find them all together in the Trial Bundle section, they are also listed in the included bundles which are otherwise locked until the full version is activated.
First install and activate your plugin (see Installation and Activation as described above).
Quick workflow:
When you open up the plugin in your DAW, you will see the main interface which is designed to be compact and intuitive. All the controls you need are on a single screen, a few sections expand when clicked to provide options. The main panels are labelled A-F in the figure below; individual controls are numbered within each panel. The Header panel (A) provides product information, settings and help. Just below that the Visualizer panel (B) shows how the plugin is working. Beneath that the central area, panels C,D and E provide the main controls used to configure the plugin, in panel E, Direct/Room Mix acts very like a wet/dry, mix blending the direct signal with reverberation (the direct signal is not strictly dry because it normally includes microdelays and attenuation). At the very bottom of the interface is the Footer panel (F) which provides information about the plugin’s operations, modes and version.
Main interface panels A - Header, B - Visualizers, C - Control Panel, D - Spatial/Room Panel, E - Output/Metering Panel, F - Footer
Hover over any control to see a tooltip with a brief description of its function.
A - Header controls
B - Visualizer panel
These show the effect of your spatial settings and convolution in real time, so you can adjust them to get the sound you want.
In the Control Panel you can adjust various parameters affecting the direct and room signals:
C - Control panel 3 - Presets, 4 - Input Mono/Stereo, 5 - Gain Match, 6 - Distance, 7 - Room Tone, 8 - Reverb and Fade Time
Use the Presets control to capture useful combinations of room, position and processing settings so you can recall them quickly.
Preset popup The first row () creates a new preset. Preset rows show
. Hover to reveal delete
, then click to remove that preset.
If a preset with the same name already exists, THeVerb asks whether to overwrite it.
Open the Presets popup and click a preset row marked .
If that preset includes a room reference, THeVerb also loads the
associated room (or User IR reference) and updates controls
accordingly.
If you change settings after loading, an asterisk (*)
appears next to the preset name to indicate the current state has been
modified.
The built-in Default preset is protected and cannot normally be deleted.
The Spatial/Room Panel (D) is the heart of the interface, where you choose the acoustic space and place your sound source within it:
D - Spatial/Room Panel 9 - Room Selector, 10 - Sync, 11 - XY Pad, 12 - Instance Bar
Multiple instances When the Instance Bar is active, you can see the source positions of other instances of THeVerb in the same project.
The Room Selector is where you choose the acoustic environment that determines the room signal. Open the browser and find the factory bundle: these are curated rooms with impulse responses modelled on recording and performance spaces with different characteristics. Select a room by clicking on its name in the middle column. The room selector remains open so you can switch between rooms and audition them with your track playing.
Room Selector with factory bundle view
If you want to use your own impulse response, switch to User IR mode in the Room Selector and load your file. In the full product, you can then enable Spatialize to map that IR into THeVerb’s spatial model, so movement on the XY pad still produces meaningful positional cues, affecting both direct and room signals, rather than a static stereo reverb. This is useful when you want the character of a custom IR but still need consistent placement control across multiple tracks. The spatialization synthesizes spatial cues based on statistics of thousands of IRs across different simulated spaces, so that your IR behaves like the more detailed and precise spatial models built into our library.
User IR mode with Spatialize Load a custom IR, then enable Spatialize to use THeVerb's spatial positioning affecting both direct and room signals.
Loading your own IR can produce unpredictable results including very loud output. User IRs are attenuated on import if the expected room signal would be louder than the input signal (a warning notification will be shown). however you may still find your IR produces much louder room signals than the factory IRs. To avoid unpleasant surprises start with the DAW channel fader on at a low value, and set the Direct/Room mix to a low value (e.g., 0.10). If spatialization is active, resonant frequencies can interact with XY positions, so test with representative audio and try a range of source locations.
If the room signal is too loud or quiet and you are not able to easily get the blend you want with the Direct/Room mix, you may want to carefully adjust the impulse response in an audio editor, for example applying a gain change.
E - Output Panel 13 - Direct/Room Mix, 14 - Metering Section
In the Output Panel (E) you can adjust the balance between the direct and room signals with the Direct/Room Mix control (13). The higher the value, the more room signal and less direct signal you will hear, so it acts very like a wet/dry control, although the direct signal is not strictly dry because it normally includes microdelays and attenuation.
In the Metering Section (14) you can see the input, direct signal, room signal and output levels. The meters display the RMS level of the signal (coloured bars) in dBFS and an indication of the peak signal (white line). From left to right the meters show:
The footer at the bottom of the interface shows information about the plugin’s status, such as whether it is in Trial mode, the convolution and graphics modes, the build name and type. These can be useful for troubleshooting and support. On the left hand side of the footer is the notification area. This displays information (such as license status), warnings (for example, if a library file cannot be found) and error messages (for example, “IR Library path not found: {path}”). It is normally closed and just displays a count of the number of messages of each type. Click on the notification area and scroll to see the messages. If a message spans several lines you can click to expand it. When a new warning or error message is generated you will see it briefly displayed to the right of the notification area, and the count of warnings or errors will increase.
This section explores the ideas and techniques behind THeVerb’s processing and provides practical guidance for getting the most out of the plugin. For a reference to the interface controls, see the Overview above.
THeVerb processes two separate signals. The
direct signal is the sound that reaches the listener
directly from the source, without bouncing off any surfaces. The
room signal convolves the input sound with an
impulse response (IR) that captures the acoustic
characteristics of a given space, simulating the reverberation you would
hear in that room. The two signals are mixed together to create the
final output.
Using the XY pad you can place the sound source anywhere in the horizontal plane of the room, and THeVerb adjusts both signals accordingly. The direct signal is processed with delays and attenuation to simulate the effect of distance and direction. The room signal uses a different IR, or a blend of IRs, matched to the source’s position. THeVerb includes a library of impulse responses for a curated set of rooms, and you can also load your own IRs.
Convolution: at any moment the sound you hear is a combination of waves coming directly from sources (instruments, voices, speakers etc.) and reflections of earlier waves that have arrived at your ears after bouncing off surfaces in the room (walls, ceiling, floor, etc.). Mathematically, and in nature, this combination works by adding together the changing waves from the present and recent past according to a fixed pattern of thousands of “echoes” generated by the reflections. Some reflections arrive more quickly and are stronger than others. Mathematically each “echo” multiplies the sound level by different amounts according to the surfaces the waves have hit along the way; different surfaces, and the air itself, absorb different frequencies to different degrees. So, at each moment in time, we are adding together the past waves after they have been multiplied by a factor that depends on how much energy has been absorbed or reflected along the way.
Impulse Response (IR): the impulse response is the fixed pattern of echoes that occur in a given space, and it depends on the sound source’s location, the listener’s location, the geometry of the room and the acoustic properties of the surfaces. But it has a very simple real-world equivalent: the sound you hear at the listener’s location when a very short burst of noise (like a balloon popping) is emitted at the source position. By imposing this pattern on every new wave emitted by the source, we can simulate the reverberation we would hear in the room with any new sound.
Reverberation: because there are so many reflections, and they are so close together, we don’t typically hear individual echoes, but rather a gradually dying reverberation which smears the original sound over a few seconds.
“Dying” and “smearing” don’t sound very pleasant, but in fact reverb can be a very beautiful and natural sound. We never, in normal life, hear a sound without any reverb, and we miss it when it’s not there. The absence feels very cold, dry and unnatural. In many real-world settings, natural reverberation is very subtle, and, to achieve clarity in performance and recording spaces, steps are often taken to reduce it. Although we may not be aware of it, even this very subtle reverberation adds a sense of warmth, space and life to the sound. And with bigger reverb sounds (such as those we would only normally hear in a cave or a church) we become conscious of the effect; it typically adds a sense of significance or grandeur, although it can make individual notes hard to pick out. If you are mixing a slow ballad, you will probably want to add a longer reverb to the vocal, otherwise it will sound lifeless.
The Visualizer panel (B) shows the direct and room signals in real time. Here is how to read them in detail.
B - Visualizer panel
Left click and drag on either visualizer will adjust the Direct/Room Mix control (when you increase the mix value, the room signal is louder and appears taller, and the direct signal is quieter and appears shorter).
The Direct Signal Visualizer shows how distance and
direction affect the sound that travels straight from the source to the
listener. Time runs along the horizontal axis, with the whole window
covering about 50 ms.
On the left of the plot, a tall white bar shows the relative level of the original source. To its right, a coloured bar represents the sound arriving at the listener’s ears: delayed by a few milliseconds (further to the right on the time axis), quieter (reduced in height), and - if the source is not directly ahead - very slightly earlier at one ear than the other. The narrowing grey “shadow” between source and listener indicates attenuation according to the inverse square law. Blue represents the left ear, orange the right; the slight offset between them shows the interaural time difference (ITD). Because these differences are tiny, the bars are bowed outward to make the ITD easier to see. As you move the source around the XY pad, the display updates to reflect the changing delay, attenuation and ITD.
The Direct Signal Visualizer. Time is on the horizontal axis and the whole window covers just 50ms. The tall white bar (left) shows the relative level of the original source. As the source moves further away from the listener it moves to the right (delayed by the speed of sound). It is attenuated according to an inverse square law (indicated by the narrowing grey "shadow"). The quieter sound arriving at the listener's ears is represented by the blue/orange coloured bar. Blue represents the left ear, orange represents the right ear. If the sounds is not directly ahead of the listener it arrives slightly earlier at one ear than the other - this "interaural time difference" (ITD) is indicated by the relative positions of orange and blue bars. As the differences are tiny they bars are bowed outward to make the ITD easier to see.
The Room Signal Visualizer shows the room signal - the
sound that reaches the listener only after bouncing off surfaces. As
sound waves interact with walls, floor and ceiling, they may be absorbed
or reflected, with different surfaces reflecting different frequencies
to a greater or lesser extent. The reflected waves may bounce several
times before reaching the listener; the longer they travel, the more
energy is absorbed. The visualizer has two parts: an impulse response
envelope at the top, and a dynamic room signal at the bottom.
The Room Signal Visualizer. The upper part shows the impulse response envelope, while the lower part shows the dynamic room signal - the reverberation you are hearing at any given moment, which is the summation of all the reflected sounds arriving at the listener's position; later reflections have generally lower intensity and their spectral characteristics are changed by the absorption properties of the surfaces they encounter.
You can make timing adjustments by altering Reverb Time and Fade Time parameters within the visualizer. To adjust Reverb Time, double click at the point on the IR where you want the tail trimmed. The trim indicator (a vertical bar with small arrow) appears at the trim location, and the Reverb Time parameter is adjusted (the trim indicator also appears when you use the Reverb Time knob in the control panel). You can adjust the trim location by shift-clicking and dragging the trim indicator. To adjust Fade Time, shift-click and horizontal drag elsewhere in the visualizer. Leftward shift-drag makes the fade time longer, rightward shift-drag makes it more abrupt.
The upper part of the room signal visualizer shows the impulse response envelope: a plot of the overall intensity of the IR over time. With room impulse responses the early reflections are typically more intense, and the sound gradually dies away. Imagine the sound of a balloon popping in a room. In a small living room with carpet and soft furnishings, the sound dies away very quickly. In a large cathedral you will hear it die away only gradually over several seconds.
The animated lower part of the visualizer shows the effect of the impulse response on the input signal in real time. At the far left we see the initial reflections arriving a few tens of milliseconds after the sound was emitted, having bounced off one or two surfaces. But at the same moment we are also hearing sounds that have been delayed longer (to the right of the plot), sounds that have died away a little and have different spectral characteristics as some frequencies are absorbed more than others. These sounds add together to create the reverberation we hear at a given moment - the process is called convolution.
As well as the intensity of the sound, the impulse response also affects the tone of the reflections. A room with hard reflective surfaces such as stone or wood panelling will have a much brighter tone than a room with heavy curtains that tend to absorb high frequencies. In some cases the high or low frequencies may die away more quickly than mid-range frequencies, so that later reflections can have a warmer or cooler tone than the initial reflections.
Spectral colours in the visualizer. The first plot shows the impulse response envelope, while the lower plot shows the dynamic room signal. The sound source was a frequency sweep, illustrating the way different input frequencies are represented by different colours. The second plot shows the effect of the room on a broadband sound (white noise). All the frequencies are present equally in the input, but the colours of the dynamic signal tracks those of the impulse response. The reverberation is being coloured by the absorptive properties of the room.
In THeVerb these spectral properties of sound are represented by colours which correspond to wavelengths of light. Every part of the audible sound spectrum is mapped to a part of the visual spectrum, and sounds that combine different frequencies are represented by a corresponding combination of visual wavelengths. Warm colours - reds, oranges and yellows - correspond to rich bass frequencies; cooler blues and violet to bright treble frequencies; greens and turquoises to midrange frequencies. It’s also possible to see other combinations such as purple (blending bass and treble), white (broadband sound with energy across the spectrum) and pink (broadband with greater energy in the lower frequencies). If you adjust the Low Cut and High Cut filters (see Room Tone, below) you can see their effect on the IR envelope and the dynamic room signal in the visualizer.
THeVerb’s spatial model simulates how a sound source’s position affects what the listener hears. This section explains how the XY pad maps to the room and how the three distance cues interact.
The XY pad represents the horizontal plane of the selected room. The pad is square, but the sound stage - the area the source can move within the room can be rectangular. The size and aspect ratio of the sound stage varies by room, in some rooms it can be much smaller than the space (for example in a venue where the stage is much smaller than the audience area). In the current version of THeVerb you cannot visualize these aspects of the room’s geometry (although the overall dimensions are diplayed in the Room Browser), so it is best to rely on your ears to evaluate the effect of source placement in different rooms. We plan to include a more detailed room visualisation in a future version of THeVerb.
The listener sits below the bottom edge of the pad, facing the sound stage. The listener’s position is fixed - you cannot move it. The puck represents the sound source: moving it upward increases the distance from the listener; moving it left or right changes the source’s direction. At the bottom centre of the pad the source is at its closest point to the listener, directly ahead.
Because the listener is below the pad rather than at its edge, even a source placed at the very bottom of the pad is some distance away. This minimum distance is typically a couple of metres leading to some attenuation of the direct signal (which can be offset the using Gain Match feature).
The XY Pad coordinates are retained when you switch rooms, so you can audition the corresponding locations in different rooms. Clearly, very small rooms (e.g., Vocal Booth) do not allow much space for sources to be placed, and it can be difficult to hear spatial differences. Large rooms (e.g., Foundry) have much larger sound stages and the effect of moving the source is much more pronounced.
THeVerb allows you to move the source seamlessly in real time. You should notice the direct signal provides a very detailed impression of movement, while the effects on the room signal are more subtle in most rooms. You can automate the X and Y parameters in your DAW, or - if it permits it - link them to a MIDI controller for real-time input.
If you move the source very quickly you may notice a subtle pitch shift which is analogous to the Doppler effect we experience in real life when a sound moves past us. This is normally subtle or inaudible when the source moves at realistic speeds.
The Overview describes the three distance toggles in the control panel. Here is what to expect when you use them, and why you might choose to turn one off.
Distance attenuation () follows an inverse square law: double the
distance and the direct signal drops by about 6 dB. This is the most
immediately audible distance cue. With it on, moving the source further
away makes it noticeably quieter, which shifts the balance between
direct and room signals toward the room. This is realistic, but it means
the output level changes as you reposition the source. If you need a
consistent level while still using the other spatial features, turn
attenuation off and consider using one of the Gain Match modes instead
(see Gain Management, below).
Distance delay ()
delays the direct signal according to the speed of sound. At typical
room distances (a few metres) the delay is only a few milliseconds, and
on its own it is barely perceptible. However, the presence or absence of
this delay can affect the relative phase of signals when combining
THeVerb’s output with other tracks or with a parallel dry signal.
Turning it off preserves phase alignment at the expense of physical
realism. Unless phase interaction is causing problems, the default (on)
is a reasonable choice.
Binaural delays () model the interaural time difference (ITD): when
a source is off to one side, sound arrives at the nearer ear a fraction
of a millisecond earlier. This is one of the strongest directional cues
our hearing system uses, and on headphones the effect is vivid - the
source is clearly placed to one side. With binaural delays off, the
direct signal arrives at both ears simultaneously and the sense of
direction comes only from the room signal. You might turn them off if
you are mixing primarily for speakers (see below) or if you want a more
conventional reverb sound without strong lateralisation.
THeVerb’s spatial model is binaural: the direct signal processing is designed to place sound at each ear independently, producing the most vivid spatial impression on headphones. On speakers, acoustic crosstalk means each ear hears both channels, which dilutes the ITD cues. The room signal still conveys a sense of space on speakers, and the overall effect remains useful, but the precise left-right placement of the direct signal is less sharp.
If you are mixing primarily for speaker playback, you may find that turning off binaural delays and relying on the room signal for spatial character gives a more natural result. If you are mixing for headphones - or for a binaural or immersive format - keeping binaural delays on will give the strongest sense of source position.
Did you know: - between 2014 and 2024 sales of headphones grew by 59 percent (reaching 455 million worldwide). - 78 percent of streaming consumers now listen to music through headphones or earbuds. (Source: The Atlantic)
The Overview describes THeVerb’s tone and time controls. This section provides more detail on how they interact and how to use them in practice.
The Room Tone filters (Low Cut and High Cut) shape the frequency content of the room signal only - they do not affect the direct signal. The filters are 12 dB/octave, giving a moderate slope that sounds natural rather than abrupt.
In practice, the most common use is managing the low end. Large rooms and rooms with hard surfaces can produce substantial low-frequency reverberation, which may muddy a mix. Raising the Low Cut filter cleans this up without affecting the direct signal’s bass content. Similarly, High Cut can tame overly bright reflections - useful if a room’s natural character is harsher than you want.
The effect of the filters is visible in the Room Signal Visualizer’s spectral colours: raising the Low Cut shifts the colour palette away from warm reds and oranges; lowering the High Cut removes the cooler blues and violets. This makes it easy to dial in the tone by eye as well as by ear.
The Reverb Time control trims the effective length of the impulse response, shortening the reverberation. This is useful when you want the character of a large room but need a tighter tail for clarity in a mix. Very short trim values can produce a thickening or doubling effect rather than an audible reverb, which can be effective on vocals and close-miked instruments.
The Fade control adjusts the shape of the tail’s decay near the trim point, controlling how abruptly the reverb cuts off. A longer fade produces a smoother, more natural-sounding end to the reverb; a shorter fade gives a more defined cutoff.
When BPM units () are engaged, the Reverb Time control snaps to
musically meaningful durations derived from the host tempo, so that the
reverb tail aligns with the rhythmic structure of the track. This can be
particularly effective for rhythmic material where a reverb tail that
decays cleanly before the next beat or bar produces a tighter, more
controlled sound. BPM units require a tempo from the host DAW; if no
tempo is available, the control reverts to its standard proportional
behaviour.
BPM units retain their relationship to the host tempo when it changes, or when introducing a preset into a new project (assuming “processing” parameters are included in the preset), so the reverb tail will retain its musical timing.
When using absolute rather than BPM units, internally, and in your DAW, Reverb Time is represented as a proportion of the original IR length, meaning that when you switch to a new room the Reverb Time will retain its relative position. If the new IR is longer than the previous one, the absolute reverb time will increase; if shorter, it will decrease. This allows you to maintain a consistent relative reverb length across different rooms, and it means that whatever the value it receives, THeVerb will always apply a valid trim (i.e., it can’t be beyond the length of the IR or less than zero), but the absolute value will scale with the length of the IR when switching between rooms.
The Direct/Room Mix control blends the direct and room signals. At 0.0 you hear only the direct signal; at 1.0, only the room signal. It functions much like a wet/dry control, but with one important difference: the “dry” direct signal is not identical to the unprocessed input. When distance cues are active, the direct signal carries attenuation and delay processing, so even at a mix of 0.0 the output reflects the source’s position.
For subtle room ambience - the kind of treatment where you want a sense of space without obvious reverb - values in the range 0.05 to 0.15 are a good starting point. For more prominent reverb, values of 0.3 and above bring the room signal clearly into the foreground. At the extremes, a mix of 1.0 (room only) can be useful as a send effect, or for creative treatments where you want pure reverberation.
The interaction with Gain Match is worth noting: if you are using Gain Match to Input, the compensation tracks the overall output level, so changing the mix does not cause the level to drift. With Gain Match off, increasing the mix adds room signal energy and the output gets louder.
THeVerb’s spatial processing changes the output level in ways that a conventional reverb does not. Distance attenuation makes the direct signal quieter as the source moves away, while the room signal adds energy. The Gain Match modes address this, but they serve different purposes depending on what you are trying to achieve.
Gain Match off ():
the most realistic option. Level changes naturally as the source moves,
just as it would in a real room. Best when realism is the priority and
you are comfortable managing levels manually - or when THeVerb is the
primary level control for the track.
Match to zero distance (): compensates for the minimum attenuation that
occurs even when the source is at its closest point to the listener (the
bottom centre of the XY pad). With this mode, the output at that nearest
position matches the input level, but the signal still gets quieter as
the source moves further away. This is a good compromise when you want
to preserve the sense of distance but don’t want the constant baseline
attenuation to throw off your mix balance.
Match to input level (): the output level tracks the input level
regardless of source position. This uses an RT60-matched envelope
follower - essentially a dynamics processor whose release time matches
the room’s reverb time - so that the compensation decays gracefully
during reverb tails rather than cutting them off abruptly when the input
goes quiet. The effect is a little like a compressor, and it does affect
the dynamics of the signal. Results depend on the character of the input
and the reverb time: with short, percussive input and long reverb, you
may notice the tail being shaped. Best when you need to drop THeVerb
into a mix and have the level stay consistent without manual
adjustment.
Match direct signal (): compensates the direct signal’s attenuation,
boosting the entire output (direct and room together) by the same
amount. The direct part of the output matches the dry input level, but
because the room signal is boosted proportionally, the overall output is
louder than the input. The net effect is that as you move the source
further away, the level stays consistent but the sound becomes more
reverberant - a useful behaviour when you want distance to affect
character rather than volume. Like Match to Input, this mode uses an
envelope follower to handle reverb tails smoothly.
A soft limiter prevents any gain match mode from producing excessive output in extreme cases (very large distance attenuation combined with a hot input signal).
You can import your own impulse responses (IRs) to provide the room signal. IRs can be obtained online, and in principle you can create your own (beyond the scope of this manual). User IRs must be wav files with durations between 0.1 and 10 seconds, and they should be stereo for best results. The quality of the reverb will depend on your chosen IR, and not every wav file will produce viable results.
You can find some free IRs with Creative Commons licenses at operairlib.net and there are many other sources online. Such IRs do not inherently support the spatial features of THeVerb, but the full version of the plugin allows you to “Spatialize” User IRs, so that moving the source on the XY pad produces meaningful positional cues rather than a static stereo reverb. Spatialization synthesizes spatial cues based on statistics of thousands of IRs across different simulated spaces, but note that it cannot work in the same way as our own more precise spatial models (the necessary geometric information is not available). With spatialization, you should find that when the XYPad is in the bottom centre position the sound you hear is very similar to the original IR, the room signal varies subtly as you move the source location and the direct signal carries detailed spatial cues just as with the THeVerb rooms. Without spatialization you will be able to use THeVerb as a conventional convolutional reverb, but you cannot move the source.
When you spatialize a User IR, you specify the width and depth of the sound stage, the area represented by the XY pad. For more striking results, try a larger sound stage. The spatialization process affects some frequencies more than others (depending on the IRs characteristics, the source material and its simulated position), so you may want to experiment with different IRs and sound stage sizes to find the best combination for your material. In general you should find that the process results in a more 3 dimensional effect as you move the source around.
When loading your own impulse responses, the output level can be unpredictable. THeVerb attenuates an imported IR if the expected room signal would be louder than the input, but even so, some User IRs produce substantially louder or quieter room signals than the factory rooms.
To avoid surprises: start with your DAW channel fader low and the Direct/Room Mix at a conservative value (0.10 or so). Audition the IR, then bring the fader and mix up to taste. If the room signal is persistently too loud or too quiet to blend comfortably with the mix control alone, consider adjusting the IR’s gain in an audio editor before importing it.
If User IR spatialization is active, resonant frequencies in the IR can interact with XY positions, so it is worth testing with representative audio across a range of source locations.
The Overview covers creating, loading and deleting presets. This section explains the three component groups and how to use them for more flexible workflows.
When you save a preset, you choose which of three independent groups to include:
Because the groups are independent, you can create presets that store any combination. Some practical examples:
If you change any setting after loading a preset, an asterisk
(*) appears next to the preset name, indicating the current
state has been modified from the stored version. You can save over the
existing preset to update it, or save a new preset under a different
name.
Because of the way different presets can include or exclude certain parameter groups, you can combine them when setting up a track. For example, you can load a preset that defines the room, gain matching, reverb time adjustments and filter settings, followed by another that controls only the location of the source. By setting up a reusable collection of presets, you can quickly specify the acoustic environment and spatial layout of an ensemble.
When Sync is enabled across multiple instances, loading a preset or changing the room in one instance propagates the change to all synced instances. See Multi-Instance Workflows, below, for more on how sync works.
THeVerb’s ability to run multiple instances in the same DAW project - each processing a different track but sharing the same acoustic space - is one of its distinguishing features. This section explains how to make the most of it.
Through the multi-instance bar () you can see all the instances in the
project, and their XY source positions. The instance you are acting on
has a solid blue puck; the other instances have hollow pucks. You can
only move the active instance’s puck.
Multiple instances When the Instance Bar is active, you can see the source positions of other instances of THeVerb in the same project.
The Sync button () puts an instance into a shared pool. When any
synced instance changes its room or loads a preset, that change is
dispatched to all other synced instances. Unless reset by the preset
parameters, each instance’s XY source position remains independent - the
whole point is to place different instruments at different locations in
the same room.
What syncs:
The selected preset will alter all the parameters included in that preset’s groups. If the preset includes a Room group, all instances will switch to that room; if it includes a Position group, each instance will move its source puck to the saved position; if it includes a Processing group, all instances will update their processing controls accordingly.
When Sync is off (), the instance is independent and neither sends
nor receives changes.
When using presets in a multi-instance context, be aware of which groups are included. If you want to change the room for all instruments but keep their positions and processing settings, avoid presets that include these settings or exclude the affected tracks from the sync pool.
One approach could be to use sync temporarily to set up multiple instances in the same room, and then disengage sync to modify track specific settings and presets.
The basic workflow for placing several instruments in the same room:
The result is that each track sounds as if it were performed at a specific location within the same space. On headphones, the binaural processing gives a vivid sense of each source’s position; on speakers, the room signal provides a coherent shared ambience.
Name your instances (using your DAW’s track naming) so they are easy to identify in the Instance Bar and in presets. If your DAW supports it, track colours will be used to distinguish instances in the plugin interface.
THeVerb’s spatial model assumes a single source location. When the input is set to Mono, the signal is summed to a single channel before spatial processing, which produces the most realistic result - the sound genuinely comes from one point in the room. This is the natural choice for individual instruments, vocals, and any source that has a single physical location.
Stereo mode processes the left and right channels independently through THeVerb’s spatial pipeline. This can produce interesting and creative results with stereo sources such as drum overheads, stereo synths or stereo-recorded instruments, but because two independent channels are being placed at the same XY position, the spatial impression is different from what you would hear from a real single source and the stereo information can conflict with the spatial cues generated by the plugin. In a multi-instance setup where realism is the goal, Mono is usually the right choice for each track. Stereo can produce some interesting and often subtle creative effects.
If you want both stereo and realism, consider routing left and right channels to separate mono tracks and positioning them independently with different instances of THeVerb.
THeVerb’s rooms are stored on your disk in the “IR Library”. The library is installed alongside the plugin and placed in a folder within your Windows user account:
%appdata%\HartleyDSP\THeVerb\IRLibrary.
The library is divided into bundles - curated collections of rooms with related characteristics. Several bundles are included with the plugin. A small subset of rooms (the “Trial Bundle”) is available in Trial Mode, before the full product has been activated. In addition, a few rooms are built into the plugin binary itself, so that basic operation continues even when the IR Library on disk is missing, incomplete or damaged (if a built-in room is being used in place of a library room, a notification will tell you so).
The plugin comes with three curated bundles of rooms each including 15 rooms:
The Trial Bundle is a small selection of rooms included with the plugin, available in Trial Mode before activation. There are two rooms from each of our three curated bundles (described above):
From Studios & Venues: St Johns Wood 2 (the default room which is loaded with a fresh instance) and LA Coffee From Rooms & Booths: Pine Room and Vocal Booth From The Works: Foundry and Pit
The room browser marks each room with a status dot, and unavailable rooms display an explanatory message in the details column. There are two distinct problems the plugin can detect:
In both cases, if the room belongs to one of the included bundles, re-running the installer is likely to fix the issue - the installer replaces the included library files. Your license and settings are stored separately from the library and are not normally affected by reinstalling. Just in case, it is wise to make a note of your registered email address and license key before reinstalling (both can be found in the activation panel, or in your account at hartleydsp.com). The same advice applies when an entire included bundle is unavailable.
In our experience, the most common cause of missing or damaged rooms is manual changes to the library folder - files moved, renamed or edited outside the plugin. See “Changing the Library Location” below before reorganizing anything by hand.
Rooms shown with a lock icon are present on disk but not available under the current license:
Free and premium expansion bundles may be made available at hartleydsp.com. If you obtain an expansion, follow the instructions included with it to register and install the bundle, then refresh your license (as described above) so that the new rooms become available in the plugin.
Advanced users can relocate the IR Library - for example to a larger drive. The “Change Library Path…” button at the bottom of the room browser changes the location where the plugin searches for the library. It does not move, copy or modify any files.
To relocate the library safely:
The change applies to all instances of THeVerb on the machine. If the
new location proves incorrect (for example, the browser shows “No
bundles found”), use the same button to point back at a working copy -
the default location is
%appdata%\HartleyDSP\THeVerb\IRLibrary. Any unintended
change to the structure or content of the library files and folders can
cause rooms or bundles to become unavailable; re-running the installer
restores the included bundles to the default location.
The “Change Library Path…” button never moves your files. Pointing it at an empty or incomplete folder will make rooms unavailable until you point it back at a complete library.
If you open a DAW project that references a room which is currently unavailable - missing, damaged, or locked under the current license - the plugin loads a default room instead and posts a warning in the notification area, so your session keeps working.
The project’s original room selection is generally preserved: the plugin retains the original room reference, and saving the project keeps it, so the correct room returns once the library is repaired or your license refreshed and the project is reopened. The preserved reference is replaced only when you actively select a different room in that instance - at that point the plugin treats it as a deliberate new choice.
If a project reports an unavailable room and you want to be certain of keeping the original selection, the cautious approach is to close the project without saving, repair the library (or refresh your license), and then reopen it. For extra safety, you can confirm the repaired installation is working in a fresh project before reopening important saved work.
User IRs (your own WAV files loaded via the User IRs section of the room browser) are referenced by their file path. If the WAV file has been moved or deleted, the project will load a default room and report the missing file; restoring the WAV to its original location and reopening the project restores the selection. The original file path is not retained across repeated saves, so restore the file before saving the project again.