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Convolution Reverb Demo - Online Impulse Response Player

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Convolution Reverb Demo

Upload or select an impulse response to experience real convolution reverb in your browser.

Medium Hall · ~1.2s decay 4096 samples
Drum Loop · ~2s
50% Wet
100% Dry 50/50 100% Wet
0% 90% 150%
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Frequently Asked Questions

Convolution reverb is an audio processing technique that applies the acoustic signature of a real physical space (or hardware device) to any audio signal. It works by mathematically convolving the input audio with an impulse response (IR) — a recording that captures how a space responds to a short impulse (like a clap or a sine sweep). The result is a highly realistic simulation of that space's reverberation characteristics, including early reflections, decay time, and frequency-dependent absorption.

An impulse response (IR) is an audio file that captures the complete acoustic fingerprint of a space or device. It's typically created by recording a short, loud sound (like a starter pistol, balloon pop, or swept sine wave) in a room and capturing the resulting reverberation. The IR file contains all the information about how sound reflects, decays, and is colored by that environment. Common IR formats include .wav and .aiff, typically at 44.1kHz or 48kHz sample rates, with lengths ranging from 0.5 to 10+ seconds.

This tool uses the browser's built-in Web Audio API and its ConvolverNode to perform real-time convolution. When you select a preset IR or upload your own, the audio buffer is loaded into a convolver node. Your dry audio source is then split into two paths: one goes directly to the output (dry signal), and the other passes through the convolver (wet signal). The Dry/Wet slider lets you blend between the two, giving you full control over the mix. All processing happens locally in your browser — no audio is uploaded to any server.

Convolution reverb uses real recorded impulse responses to recreate actual spaces with high accuracy. It excels at realistic room simulation but offers limited tweakability beyond basic parameters like decay scaling. Algorithmic reverb uses mathematical models (networks of delays, filters, and feedback loops) to synthesize reverberation artificially. It's more flexible — you can adjust room size, diffusion, damping, and modulation in real time — but may sound less "real." Convolution is preferred for post-production and sound design where authenticity matters; algorithmic reverb shines in music production where creative control is key.

This tool supports any audio format that your browser's decodeAudioData() method can handle. This typically includes WAV (uncompressed PCM), AIFF, MP3, OGG Vorbis, and FLAC. For best results with impulse responses, we recommend using uncompressed 16-bit or 24-bit WAV files at 44.1kHz or 48kHz sample rate, as compressed formats may introduce artifacts that affect the convolution quality. Maximum recommended IR length is around 10 seconds for optimal browser performance.

You can create IR files by recording a short, loud impulse sound (like a clap, balloon pop, or starter pistol) in any space and capturing the reverb tail with a microphone. For more professional results, use a sine sweep method: play a 20Hz–20kHz logarithmic sweep through a speaker in the target space, record it, then use deconvolution software (like Voxengo Deconvolver or free tools like REVerence) to extract the IR. Many hardware reverb units and guitar pedals can also be "captured" by sending an impulse through them and recording the output.

Absolutely! While this is a demo tool, it uses the same Web Audio API convolution that powers many professional audio applications. You can upload your own dry vocal, guitar, or drum tracks and audition different IRs to find the perfect reverb character. Use the Dry/Wet mix to dial in subtle ambience or go full-wet for dramatic sound design. Many producers use convolution reverb to place instruments in realistic spaces or to replicate the sound of classic hardware reverb units by loading their IRs.

Vocals: Plate reverb (smooth, dense, flattering) and Medium Hall (natural space without overwhelming the voice).
Acoustic Guitar: Small Room for intimacy, Medium Hall for a folk/indie vibe.
Drums: Medium Hall or Cathedral for big, epic drum sounds; Plate for vintage '70s drum tones.
Electric Guitar: Spring reverb for classic surf/rockabilly tones; Plate for shoegaze and ambient styles.
Sound Design: Cathedral with long decay for ethereal pads and cinematic textures. Experiment with the Dry/Wet mix — subtle reverb (20-35% wet) often sounds more professional than drenched settings.

Different browsers may implement the Web Audio API's ConvolverNode with subtle variations in normalization and buffer handling. Chrome, Firefox, Safari, and Edge all support convolution, but Safari has historically had stricter limits on IR buffer length and may apply different internal gain staging. Additionally, audio output hardware and OS-level audio processing differ across devices. For consistent results, use a recent version of Chrome or Firefox, keep IR files under 5 seconds, and normalize your IR files before uploading.

The ideal IR length depends on the space you're capturing. For small rooms, 0.5–1.5 seconds is usually sufficient. Medium halls benefit from 1.5–3 seconds, while large cathedrals may need 3–8 seconds to capture the full decay tail. For browser-based convolution, we recommend keeping IRs under 5–10 seconds to ensure smooth performance and avoid memory issues. If your IR is longer, you can trim the tail in an audio editor — the most critical information (early reflections and initial decay) is in the first few seconds.