Reverb is the simulation of acoustic space. Every recording is a recording of a sound in a room (or a recording of a sound that should sound like it is in a room). Choosing the right reverb is choosing the right room. The four main reverb types — hall, plate, spring, and room — each model a different acoustic environment and have different musical uses. Understanding which one belongs where is most of the art of using reverb.
Hall reverb models a large concert hall or auditorium. Long decay times (2 to 5+ seconds), smooth diffuse tail, slow build-up. Hall reverb sounds expansive and grand — perfect for orchestral music, ballad vocals, and any time you want the sense of a large physical space. The cost: hall reverb pushes the dry signal back in the mix, which can make it feel less intimate.
Plate reverb is an artificial reverb invented in the 1950s using a large metal plate excited by a transducer. Medium decay times (1.5 to 2.5 seconds), bright character, fast build-up, dense diffusion. Plate reverb is the most-used reverb in popular music — it adds space without sounding like an obvious room, and it flatters vocals like nothing else. If you do not know what reverb to use, start with a plate.
Spring reverb is the cheap mechanical reverb used in guitar amps from the 1960s onward. It uses literal metal springs that vibrate when fed an audio signal. Short decay times (0.5 to 1.5 seconds), distinctive boingy character, vintage analog flavor. Spring reverb is genre-specific: surf rock, dub reggae, blues guitar, vintage country. Outside of those styles it sounds dated.
Room reverb models small rooms (a recording booth, a bedroom, a small studio). Short decay times (0.3 to 1 second), tight character, sometimes audible early reflections. Room reverb adds context and weight without obvious "reverby-ness." It is the secret weapon of modern pop mixing — every dry-sounding pop vocal is actually wet with a tiny bit of room reverb that you cannot hear consciously but that you would notice if it were removed.
Vocal reverb choice: pop and singer-songwriter usually use plate (1.5 to 2.5s). Country uses plate or hall (1.5 to 3s). Ballad pop uses hall (3 to 5s). Hip-hop and modern R&B usually use room or no reverb at all (the vocal stays dry and immediate).
Drum reverb choice: snare reverb is usually a tight room (0.5 to 1s) or plate (1 to 1.5s). Toms get longer plate or room (1.5 to 2.5s) for size. Kick is usually dry (reverb on the low end smears the rhythm). Cymbals are usually wet from the overhead mics already and don't need additional reverb.
Guitar reverb choice: clean electric guitar uses spring (vintage) or plate (modern). Distorted electric usually uses very little reverb (the distortion is already a kind of texture). Acoustic guitar uses plate (1 to 2s) for produced sound, or hall (2 to 3s) for intimate solo recordings.
Pre-delay is the most-overlooked reverb parameter. It sets how long the reverb waits before starting after the dry signal. Pre-delay of 30 to 80 ms keeps the dry signal forward and intimate while still adding space behind it. No pre-delay (0 ms) makes the reverb wash over the dry signal, pushing it back. The longer the pre-delay, the more separated the dry and wet signals feel.
Reverb send levels are usually -15 to -25 dB below the dry signal. If you can clearly hear the reverb as a separate element, you have probably used too much. Good reverb is felt more than heard.
EQ on reverb returns is mandatory. High-pass at 300 to 500 Hz to keep the reverb from muddying the low end. Low-pass at 6 to 10 kHz to keep the reverb from sounding harsh or brittle. The reverb should occupy the upper-mid air space of the mix, not duplicate the dry signal's frequency content.
Common mistakes: too much reverb (washy, distant mix), no pre-delay (vocal pushed back), reverb on the kick or sub-bass (smears the low end), no EQ on the reverb return (mud and harshness), one reverb on everything (everything sounds like it is in the same artificial space — use 2 or 3 different reverbs and assign them to different roles).