DrawVerb
[Short intro paragraph: what DrawVerb is, the "draw your room" idea, who it's for.]
Drawing Canvas
[Explain the canvas: what you see, how walls, source and listener are represented.]
[List all geometry shortcuts and controls — drawing walls, editing walls, snapping, moving source/listener, deleting, panning, zooming, etc.]
Tools
Material sets the material applied to walls you draw next. Pick from the dropdown, then any new wall takes that material. Clear walls removes every wall in one click.
Listener
The listener's position and head orientation inside your room. Drag the green dot on the canvas, or change coordinates in the Pos fields. Facing controls head direction. It matters most when Binaural is on.
Source
Where the sound source sits inside your room. Drag the yellow dot on the canvas, or change coordinates in the Pos fields. The distance and angle between source and listener shape the timing and size of early reflections. Small moves here can make a big difference.
Simulation Settings
Controls how thoroughly DrawVerb evaluates your room. Rays and Bounces trade CPU for detail. auto will dynamically adjust these settings for optimal quality/performance balance. Push them higher only when chasing extra refinement. Direct sound includes the dry path in the simulation. This will sound similar to leaving it off and maxing the Dry slider, but it includes HF rolloff. Binaural uses head-aware processing to create a more immersive, headphone-friendly listening experience. Sounds great on its own, but can feel out of place in a speaker mix.
Quality
Sets the rendering mode. High is the most physically accurate setting. It models how sound propagates through your room in fine detail, producing the most refined reverb. Because of the technique used it needs a compatible GPU for processing. Low is a cruder approximation of the same physics, simplified for speed while still capturing the character of your room. It runs comfortably on any system. For GPU users the Low setting is still done on the GPU for speed. DrawVerb starts in High when a capable GPU is detected, and in Low otherwise.
Effects
[One- or two-sentence intro to the Effects column.]
Modulation
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Rate
[Describe.]
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Depth
[Describe.]
Character
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Damping
Mimics how air softens high frequencies over distance. Higher values darken the tail.
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Body
Shapes the weight and warmth of the late tail. Push it up for a fuller, darker reverb. Pull it down for a lighter, more transparent one.
Tone
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High Shelf
[Describe.]
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Low Shelf
[Describe.]
Pre-delay
[Explain the Natural / Direct endpoints and how to use them.]
Dry & Wet
[Explain the Dry and Wet meters/sliders: what they show, how to balance them in a mix, any gotchas.]