Reverb Patch

Use the Reverb patch to add a sense of space or depth to audio in your Spark AR Studio effects. You can simulate anything from sound in a tiny box to a large concert hall.



Connect the audio source you want to alter. For example, an audio clip, microphone or other audio source.


Blend between the source signal ('dry') and the reverb effect. A value of 0 will not add any reverb. A value of 50 will mix the signal 50% dry and 50% reverberation. A value of 100 will result in only reverberation, without any of the source signal. Values of 10-20 are a good place to start.

Early Reflections Gain

Loudness control for the early reflections of the reverberation. This can intensify the attack of the reverb. Value range 0 to 100.

Diffusion Gain

Loudness control for the reverb decay as it returns to silence.

Room Size

Approximates the size of the room you want to simulate in meters from wall to wall. In input of 1 would approximate a 1m closet, while 50 would be a 50m concert hall and 100 would be a large cathedral.


Defines how much of the audio is reflected at each bounce on a wall. Value range: 0 to 100. Low values will simulate softer sounding materials like carpet or curtains. High values will simulate harder materials like wood, glass or metal. A value of 100 will result in self-oscillation and is not recommended.

Reflectivity High

Separate value for the reflectivity of high frequencies.

Reflectivity Low

Separate value for the reflectivity of low frequencies.

Early Reflections

The number of early reflections of reverberation. The value range is 0 to 32.


Removes the sound effect from the audio source.



Connect to a speaker, an audio effect or another patch that has an audio input.

Example - echo sound

This example adds an echoing sense of space and depth to sound detected by the microphone.

This is what the audio effect sounds like.

In the Patch Editor, a patch representing the Microphone scene object is connected to the Audio port in the Reverb patch. The output of the Reverb patch is then connected to the input of a patch representing the Audio property of a speaker:

To create the echo sound, we changed:

  • Mix to 40. Mix blends the sound that come out of the reverb effect with the clean, unaffected sound. Setting Mix to 40% will allow most of the unaffected sound to come through, and mix in some of the sound that is sent through the reverb.
  • Early Reflections Gain to 50. This is a percentage value. A higher value will make the early reflections much louder, and blend in with the longer reverb reflection to makes the reverb effect smoother.
  • Diffusion Gain to 70. Setting this higher creates a bigger, longer reverb and plays directly with the Room Size and Reflectivity values.
  • Room Size to 50. This estimates the size of the room where the sound is reverberating, in meters. Setting it to 50 will simulate sound in a space like a large concert hall.
  • Reflectivity to 70. A higher value here means simulates sound bouncing off walls more, and for longer. A smaller number will result in quieter and shorter sound.
  • Reflectivity High to 80. This refers to the volume of high frequencies set in the Reflectivity value. At 0, the sound would be dull and muffled. A higher setting would make the sound more bright.
  • Reflectivity Low to 90. This refers to the volume of low frequencies set in the Reflectivity value. Set at 0 the sound will lose all of its warmth and sound brittle and bright. A higher setting creates very warm and cluttered sound.
  • Num Early Reflections to 16. This refers to the number of early reflections that occur, or the number of times you'll hear the sound play back in the first few seconds.
  • Bypass to OFF. Bypass turns the distortion effect on or off. When the box is unchecked, the distortion effect is turned on.