Kernal lengths deconvolution, truncated deconvolution and post truncation

Here is a impulse example of a full length deconvolution with the tail settling down to zero. In this example its around 350ms,

Sometimes the program contains a truncated deconvolution, this is the maximum length that was deconvolved and it doesn’t cover the original full ringing length. Below I’ve selected the region to resemble this (imagine this being the only data in the program), for example sake i’ll use 150ms. In this window even if we set nebula for 150ms in the player we will get a nasty truncation.

sometimes a dev might choose to truncate (in the player) at cross over point shown in the example below, this will stop the ripple and echo effect. In this example its about 75ms.

One thing to keep in mind is there is no two same ringing lengths, by forcing a kern length to a standard figure might cause issues.

As a side note, my libraries try to cover the original length of the impulses and are encrypted to those lengths, so usually you can’t go any higher, they are set to the correct position