Riviera is a hybrid algorithmic-convolution reverb plugin for modeling specular acoustic reflections in N-dimensional orthotopes. e.g. string, plate, room, tesseract, and up (vooms or volume+room for short). Normally, direct computation in these spaces is expensive but some clever maths [see tutorial (parts 1, 2, 3, 4)] reduced the asymptotic costs to the point of practical use (e.g. a Reverb plugin). Parameterizing these spaces and then combining them with some fast time-varying frequency dampening resulted in some interesting sounding impulse responses (IRs).

Features:

Voom designer: Adjustable number of dimensions, size, listener offset from sound-source origin, and material reflection dB loss

Adjustable number of dimensions, size, listener offset from sound-source origin, and material reflection dB loss Time controls : Adjust pre-delay, IR onset/reverser, geometry scale/density sampling, and dimensional attenuation

: Adjust pre-delay, IR onset/reverser, geometry scale/density sampling, and dimensional attenuation Frequency controls : Low and high frequency dampening, low-cut linear phase filter

: Low and high frequency dampening, low-cut linear phase filter Stereo controls : Pan, Haas, phase, mix (wet/dry), mid/side (mono to difference), and gain

: Pan, Haas, phase, mix (wet/dry), mid/side (mono to difference), and gain Graphical user interface: Real-time displays to IR and spectrogram

Real-time displays to IR and spectrogram High performance: Low-latency & low CPU usage convolution algorithm, variable max FFT block size, multi-threading support for computing IRs in the background

Specifications:

VST2: Windows 7+ 32/64 bit, Mac OS X 10.7+ universal build

VST3: Windows 7+ 32/64 bit

Audio Unit: Mac OS X 10.7+ universal build

Minimum SSE2 supported processor with improvements if AVX enabled

Samples:

Credits:

Yuancheng [Mike] Luo: DSP, algorithms, GUI

WDL-OL: Targeting VST2/VST3 and cross-platforming

Price: Free!