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Effects

Delay, distortion, and reverb — the three fundamental effect categories. Each demonstrates a different signal routing pattern in the Web Audio node graph.

Test source

Use a melodic arpeggio or a single plucked note to hear how each effect treats the signal. All three effects run in series in the chain below.

Delay

Delay

Stores audio in a circular buffer and replays it after a set time. Feeding the output back into the input creates repeating echoes.

375 ms
45 %
60 %
Dry/wet routing. The source splits into two paths: one goes straight to the output (dry), the other passes through the effect (wet). Blending the volume of each path mixes between the unprocessed and effected signals.

Distortion

Distortion

Applies a non-linear transfer curve to the waveform — soft clipping adds harmonics (warmth), hard clipping adds more (fuzz/grunge). The curve canvas shows the waveshaper function.

50
60 %
Transfer curve. Distortion works by remapping each sample's amplitude through a curve — the graph above shows this mapping. A straight diagonal passes the signal unchanged. Bending the curve compresses or clips the peaks, adding harmonics and changing the character of the sound.

Reverb

Reverb

True convolution reverb applies a recorded room impulse response (IR) to the signal. Here we synthesise the IR procedurally — decaying noise burst — which sounds like a small room or spring reverb.

1.5 s
2.0
50 %
Impulse response synthesis. A real impulse response is a recording of a sharp sound (clap, starter pistol) in a space. The way the room responds to that impulse captures its character. Here we synthesise a simple IR: decaying random noise whose fall-off rate controls the room size, and whose density controls how quickly reflections blur into a smooth tail.