delay-reverb

Implement delay-based audio effects with circular buffers and filter topologies.

1|Updated Nov 24, 2025
One-click install
npx skills add https://github.com/SpiralCloudOmega/DevTeam6 --skill delay-reverb
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: delay-reverb
Source: https://github.com/SpiralCloudOmega/DevTeam6/tree/main/.github/skills/audio-dsp/delay-reverb
Command: npx skills add https://github.com/SpiralCloudOmega/DevTeam6 --skill delay-reverb

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve?

Delay lines and reverb are essential for shaping room acoustics in digital audio. This skill provides a compact design that uses circular buffers, fractional delay, and various filter topologies to realize reverb effects.

Core Features & Use Cases

  • Efficient delay buffer: power-of-2 sized buffers with bitmask wrapping for speed.
  • Fractional delay interpolation: linear, cubic, allpass, and sinc options for sub-sample accuracy.
  • Reverb topologies: comb filters with damping, Schroeder allpass, and Freeverb-inspired networks; FDN concept for dense tails.
  • Use Case: Build a small room reverb for a synth or a longer ambient tail for a mix.

Quick Start

Instantiate a DelayLine with a maximum delay, configure a damping parameter, and connect a feedback path through a comb/FDN structure to produce a reverb tail.

Frequently Asked Questions about delay-reverb

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
How do I implement a reverb effect using delay lines and feedback networks?

Reverb effects use delay lines configured with comb filters, Schroeder allpass sections, or Freeverb-inspired feedback networks to simulate room acoustics. You instantiate a delay line, configure damping parameters, and connect feedback paths through these topologies to produce a stable reverb tail.

What is the best way to achieve sub-sample accuracy for a fractional delay line in audio DSP?

Fractional delay interpolation achieves sub-sample accuracy using linear, cubic, allpass, or sinc interpolation methods. These options allow smooth delay time modulation and prevent audible artifacts when creating delay-based audio effects like reverb.

Why use power-of-two circular buffers for audio delay lines?

Power-of-two circular buffers use bitmask wrapping for fast read and write operations in real-time audio DSP. This ensures efficient memory access and stable performance when implementing delay lines and feedback delay networks.

How do I build a Feedback Delay Network (FDN) for a dense reverb tail?

Feedback Delay Networks (FDN) create dense reverb tails by routing audio through multiple parallel delay lines with a feedback matrix. This topology complements comb and allpass filters to generate complex spatial effects and realistic room ambience.

Can I use comb filters and allpass filters for both small room and ambient reverb simulations?

Comb filters with damping and Schroeder allpass filters support both small room simulations and long ambient tails. Adjusting delay times and damping parameters scales the reverb effect from tight room acoustics to expansive ambient spaces.

What interpolation method should I choose for a real-time audio reverb to avoid artifacts?

Linear and cubic interpolation offer low computational cost for basic real-time reverb, while allpass and sinc options provide higher fidelity for critical delay modulation. Choosing the right fractional delay method ensures stable, artifact-free audio DSP performance.