Different physical environments have different early reflection signatures that our ears and brain use to localize sound. These reflections affect our perception of the size of a space as well as where an audio source sits within it. Changing early reflection characteristics changes the perceived location of the reflecting surfaces surrounding the audio source.
Early reflections are simulated in Reverb by using multiple delay taps at different levels that occur in different positions in the stereo spectrum (through panning). Long reverberation generally occurs after early reflections dissipate.
Simulates the space and ambience of a large, symphonic, concert hall.