Welcome to modouVerb
modouVerb is a space-based, high-density reverb from modou dsp.
Most reverbs give you a set of knobs such as size, decay, diffusion and mix, and leave you to imagine the room. modouVerb works the other way round. You choose a space that exists as real 3D geometry. You place a sound source and a microphone inside it, and you decide how far apart they stand. The engine then renders what that microphone hears at that spot, facing that way, in that room.
modouVerb comes in three editions built on one engine:
- modouVerb Standard is the full mono and stereo reverb.
- modouVerb Immersive is the full reverb for 7.1.4 to 9.1.6 speaker beds.
- modouVerb Lite is a simple version for musicians who just want it to sound right.
This is the manual for modouVerb Lite.
This manual describes modouVerb v1.1.4.
Core Idea — Place It, Don't Fake It
A reverb is heard at one particular spot in a particular room. When you stand closer to a singer, three things change at once:
- the direct sound gets louder and brighter;
- the first reflections arrive later relative to it, and in a different order;
- the reverberant tail stays roughly as loud as before.
Turn your head, and the reflections swap ears. Move the singer toward a side wall, and that wall answers first and loudest.
Classic reverbs imitate the result of these relationships with independent controls such as mix, pre-delay, size and width. You can set those controls into combinations that no real room could produce. Sometimes that is exactly what you want. But it is also why a reverb so often sounds "pasted on" instead of around the source.
modouVerb keeps the relationships and lets you control the causes:
Where is the source? Where is the microphone? Which way does it point? What room are they in?
Everything you hear follows from those answers: the level and colour of the direct sound, the timing and direction of every early reflection, the balance of early to late energy, and the image across the speakers.
Sound = Space + Source position + Microphone (position, height, heading, pattern)
There is no DRY/WET knob. DISTANCE is the distance from the source to the microphone, in metres. It is shown in real units for each space: for example 1.5–24 m in the Concert Hall and 5–160 cm on the Plate. Moving the microphone back is how the sound becomes "wetter", exactly as it does in a real room.
Installation & Requirements
Requirements: macOS 10.13 or later on Intel, macOS 11 or later on Apple Silicon, and a host that loads Audio Unit (AU), VST3 or AAX plugins. Each edition also ships as a standalone application. Run ./build_installer.sh for a signed, notarized installer package.
| Format | Location | Product names |
|---|---|---|
| Audio Unit | ~/Library/Audio/Plug-Ins/Components/ | modouVerb Standard · modouVerb Immersive · modouVerb Lite |
| VST3 | ~/Library/Audio/Plug-Ins/VST3/ | same |
| AAX (Pro Tools) | /Library/Application Support/Avid/Audio/Plug-Ins/ | same, PACE Eden signed |
| Standalone | Applications | same |
In the host, the plugins appear under the manufacturer modou dsp. The three editions are separate plugins with separate plugin codes. You can install them side by side and use them in the same session.
User presets are saved as .mverbpreset files in ~/Library/Audio/Presets/modou dsp/modou VERB/. Standard and Immersive share this folder.
If a host still shows an older version after an update, rescan the plugins. On macOS you can also log out and back in so the Audio Unit cache is rebuilt.
Licensing
Each edition needs a licence from modou Central before it processes audio; an unlicensed instance stays silent (a mute DSP path, not a broken one). Open the gear icon in the plugin's header (or the modou Central app) to enter a licence key and email, or to request a trial. A licence is checked against your machine's hardware ID and can be moved between machines by deactivating it first. The three editions use separate SKUs (modou0010 Standard, modou0011 Immersive, modou0012 Lite), so each is licensed on its own.
How Reverb Works
When a sound plays in a room, the microphone (or your ear) receives three kinds of energy, one after another:
1 · Direct sound
The sound that travels in a straight line from the source to the microphone. Its level falls by 6 dB for every doubling of distance (the inverse-square law), and air absorbs its highest frequencies as the path gets longer. The direct sound tells the brain where the source is.
2 · Early reflections
Sound that bounced once, twice or three times off the walls, floor and ceiling before it reached the microphone. Each reflection has a precise arrival time, a direction and a colour, set by the path length and by the surfaces it touched. The gap between the direct sound and the first reflection is the initial time delay gap (ITDG). The ear reads the pattern of early reflections as the size and shape of the room and as the distance to the source.
3 · Late reverberant field
After many bounces, the reflections become so dense that they merge into a smooth, decaying wash with no audible direction. Its decay time T60 (the time to fall by 60 dB) depends on the room's volume and on how absorbent its surfaces are, separately at low, mid and high frequencies. In a given room the late field is nearly equally loud at every seat.
The critical distance
Because the direct sound falls with distance but the late field does not, there is one distance at which they are equally loud: the critical distance rc. Closer than rc, you hear mostly the source. Farther away, you hear mostly the room. In a small studio rc is about a metre. In a large, reverberant hall it is several metres. This single fact is why "wetness" in a real room is a matter of where you stand, not of a mix control.
The Problem with Delay-Based Reverbs
Almost every algorithmic reverb descends from the same family of ideas. Schroeder's comb-and-allpass networks came in the early 1960s. Moorer added early-reflection taps and in-loop filtering. From the 1990s on, the feedback delay network (FDN) became the standard: a set of delay lines whose outputs are mixed by a matrix and fed back. These are excellent tools. modouVerb itself uses a high-density FDN for its late field. But when the whole reverb is built only from delays, several limits follow.
The room is a statistic, not a place
The delay lengths are chosen to be mutually prime and "roughly room-sized". A SIZE control usually scales all of them together. Nothing in the algorithm knows where the walls are. So nothing can tell you what happens when the singer moves to the left, or when the microphone moves back.
Early reflections are a fixed tap pattern
The early part is usually a tapped delay line: a hand-made list of times and gains, sometimes one per "room type". The pattern is the same for every source and every listening position. In a real room, moving the listener changes every reflection's time, level and direction. In a tap pattern, only the global PRE-DELAY moves.
DRY/WET is not distance
A mix knob crossfades between the dry signal and a finished reverb. In a real room, moving away from the source changes several things at once:
- the direct sound drops and loses high frequencies;
- the reflections arrive closer to the direct sound in time;
- the balance of early to late energy shifts;
- the late field stays almost constant.
A mix knob does only the first of these, and without the colour change. That is why turning up the mix often sounds like "more reverb on top" rather than "further away".
Ringing, flutter and metallic colour
A network with too few echoes per second rings at its own delay lengths. Designers hide this with modulation, which smears the pitch, and with heavy input diffusion, which smears the transients. The tail then sounds smooth but generic.
Stereo is a trick, and multichannel is an upmix
Stereo width usually comes from taking two decorrelated outputs of the same network. There is no microphone that can be turned, no polar pattern, and no image. Most "surround" reverbs create extra outputs by further decorrelation or by upmixing stereo. The reflections do not come from where the walls are.
A delay-based reverb answers "how long and how dense?" very well. It cannot answer "from where, to where, and in what room?"
The Problem with Fixed Impulse Responses
Convolution reverbs take the opposite approach. A real room is measured once: a loudspeaker plays a sweep, a microphone records it, and the result is the room's impulse response (IR). Convolving your audio with that IR places it in the measured room with great realism. For that one seat, convolution is the most faithful method there is. The limits come from the word one.
One source position, one mic position, frozen
An IR is valid for exactly one loudspeaker position and one microphone position. You cannot move the singer closer, move the mic back, raise it, or place the drums at the side of the stage. Libraries try to cover this with a few alternative positions (near, mid, far). Switching between them jumps, it does not move.
The measurement equipment is baked in
The IR contains more than the room:
- the frequency response and directivity of the loudspeaker used;
- the microphone model, its polar pattern and the direction it faced;
- the stereo technique (AB, XY, ORTF, Decca tree);
- the measurement noise floor and any truncation of the tail.
None of these can be changed afterwards. You cannot turn a cardioid into a figure-8, or rotate the mic by 90°.
Crossfading two IRs is not an intermediate seat
Blending the "near" and "far" IRs gives you both sets of reflections at once, at their own times: a double image with comb filtering. It is not the reflection pattern of a seat in between. Distance cannot be automated smoothly with fixed IRs.
Editing the IR is not physics
Shortening or lengthening the decay by reshaping the IR's envelope also reshapes the early reflections and bends the natural frequency-dependent decay. Pre-delay made by trimming or padding the IR moves the direct sound together with the room.
Multichannel multiplies the problem
A stereo-in, stereo-out ("true stereo") reverb already needs four IRs. For a real 7.1.4 input and output you need one IR from every input speaker to every output microphone: 12 × 12 = 144 measured responses, for one room and one arrangement. They are rarely measured, rarely consistent, and very expensive to convolve. So most immersive convolution reverbs place one or two sources in the room and upmix the rest.
An impulse response is a photograph of a room. modouVerb is the room.
Why modouVerb
modouVerb models the real physical conditions of a space — its geometry, its materials, where the source and the microphone actually stand in it — and generates the reverb from that model, rather than approximating a room with a chain of delay taps or freezing one seat into a fixed impulse response. It is a reverb built on real acoustic conditions carried as far into the virtual as they will go, which is what puts it past the fixed limits of an ordinary algorithm and of an IR. Concretely, it combines the physical parts that matter for where with a high-density network that is best at how long. Room-acoustics prediction software uses the same hybrid.
Real geometry
Every space is its own polyhedron: splayed, pentagonal, fan-shaped, cross-shaped, vaulted, irregular, bent or saw-toothed. None of them is a simple box. Every face has its own material.
Traced early field
Specular reflections come from image sources checked for visibility face by face. Diffuse reflections come from 384 traced rays with 5 bounces. Both are rebuilt whenever the source or the mic moves.
High-density late field
A 16-line FDN with an in-loop allpass in every line and T60 set separately in three bands. It is tuned per space and never rings.
Distance, not mix
DISTANCE follows Barron's revised theory, using the room's real volume and T60. The direct level, early/late balance, timing and high-frequency loss all move together.
A real microphone
Omni, cardioid or figure-8, as mono, stereo (AB / XY / Blumlein) or an immersive array, turned through 360°. Every arrival is picked up through the polar pattern.
Speakers in the room
Immersive edition: each input channel is a loudspeaker installed at its Atmos direction, fitted to that room's walls and vault. Each one has its own reflections and its own late-field input.
Because the reflections are computed rather than recorded, you can change what an IR cannot: move the source, move and turn the microphone, change its pattern, lengthen the decay without touching the early field, and render from a 2-channel to a 16-channel speaker layout from the same model.
Because the late field is a tuned high-density network rather than a recording, it is noise-free, can be as long as you like, reacts smoothly to every control, and is cheap: about 1–2.5 % of one CPU core for a stereo instance.
Side-by-Side Comparison
| Question | Delay-based | Convolution (IR) | modouVerb |
|---|---|---|---|
| Where are the walls? | Unknown | Baked in, one seat | Real 3D polyhedron |
| Move the source | — | Only between measured positions | Continuously, X / Y / height |
| Move the microphone | Mix + pre-delay | Only between measured positions | Continuously: distance, bearing, height |
| Turn the microphone / change the pattern | — | — | 360°, omni / cardioid / figure-8 |
| Early reflections follow the position | No (fixed taps) | Yes, frozen | Yes, recomputed |
| Distance automation | Mix only | Jumps or double images | Smooth (40 ms pattern crossfades) |
| Decay length | Free | Envelope editing | Free, per band, early field untouched |
| Immersive in → immersive out | Upmix | Needs N × M IRs | Every input is a placed speaker; one capsule per output |
| Noise floor, truncation | None | From the measurement | None |
| CPU, stereo | Low | Medium to high | Low (≈ 1–2.5 % of one core) |
| Captures a specific famous room | — | Yes | No, it models room types |
The last row is honest. If you need that exact hall, convolution is the right tool. If you need a room you can work in, where you place things, move them and automate them, modouVerb is.
Quick Start
Lite — three decisions
- Choose a place: ROOM, HALL, CHURCH or PLATE.
- Choose a size: SMALL, MEDIUM or LARGE.
- Turn DISTANCE from CLOSE to FAR until the source sits where you want it. That's all.
modouVerb Lite
Most musicians do not want to think about volumes, materials and polar patterns. They want the vocal "a bit further back, in a nice hall". Lite is built for exactly that. It has three controls, plus BYPASS:
- Place: ROOM, HALL, CHURCH or PLATE.
- Size: SMALL, MEDIUM or LARGE — scales that place's room up or down, the same way DECAY does in Standard and Immersive.
- DISTANCE: a big dial from CLOSE to FAR, showing metres (centimetres on the Plate).
Everything else follows the place and size. It runs the full modouVerb engine with a microphone chosen automatically: a cardioid, as an XY pair on a stereo output, in the space's designed placement.
| Place | Space | Voicing | Decay | Pre-delay | At the default DISTANCE |
|---|---|---|---|---|---|
| ROOM — small, close walls | Studio | Decay 2×, Tone +5, Density 55 % | 0.72 s | 0 ms | 1.1 m · D/R +2.9 dB |
| HALL — wide and warm | Concert Hall | Decay 1×, Tone 0, Density 50 % | 2.10 s | 12 ms | 4.0 m · D/R +1.2 dB |
| CHURCH — high and long | Gothic Church | Decay 0.9×, Tone −10, Density 60 % | 5.04 s | 18 ms | 5.5 m · D/R −3.3 dB |
| PLATE — bright and dense | Plate | Decay 0.8×, Tone +20, Density 60 % | 1.92 s | 6 ms | 17 cm · D/R +6.0 dB |
The ROOM decay is doubled from the Studio's natural 0.36 s. On its own the treated studio is almost too dry to hear as "reverb", and 0.7 s is the small room musicians expect. The pre-delays grow with the size of the place, to keep the source clear of its reverb.
Lite has no dry/wet control, and doesn't need one. For a send/return, simply turn DISTANCE further out. Lite exposes seven parameters to the host — Place, a Size for each of the four places (only the current place's Size is shown), Distance and Bypass — so automation lanes stay simple. It has one program, "Default", and no preset menu.
Rule of thumb for Lite: vocals and lead instruments sit between CLOSE and the middle. Pads, choirs and backing parts sit from the middle toward FAR.
Frequently Asked Questions
Where is the dry/wet control?
There isn't one, on purpose. DISTANCE does what dry/wet only approximates: it moves the microphone away from the source, so the direct sound drops and darkens while the room takes over. On a send/return, switch on 100% WET to remove the direct sound, then use the send level for the amount and DISTANCE for the depth.
Isn't DISTANCE just pre-delay plus mix?
No. DISTANCE changes several things at once:
- the level and high-frequency content of the direct sound;
- the actual traced reflection pattern, meaning the times, levels and directions of every tap;
- the balance between early and late energy;
- when the late field starts.
PRE-DELAY is a separate, purely musical control that delays the reverb without moving anything.
Why does moving the microphone back make the reverb louder?
Because that is what happens in a room. The direct sound falls with distance while the reverberant field stays nearly constant, so the room becomes relatively louder. Partial loudness compensation stops the total from collapsing, so far positions sound distant, not just quiet. If you need less reverb at the same distance, lower LATE / EARLY in Advanced or the send level.
Does turning the microphone really change the sound?
Yes. Every directional arrival, meaning the direct sound and every early reflection, passes through the microphone's polar pattern. A cardioid turned away from the source loses more than 12 dB of direct sound and hears the back of the room. An omni changes only slightly: a little high-frequency shadowing from behind, as a real omni capsule has. The late field is direction-free and does not depend on the heading.
Why are none of the rooms simple boxes?
Parallel walls cause flutter echoes and strong, evenly spaced room modes. Good acoustic spaces avoid them with splayed walls, tilted ceilings, fan shapes, vaults and diffusers. A box would also make every reflection pattern look alike. Each modouVerb space is its own polyhedron, so it sounds like its own building.
Do the RAYS or the camera affect the sound?
No. Both are display only. The rays are traced through the same room model as the diffuse early field and fired by your signal, so what you see is representative of what you hear. Switching them off, or moving the camera, changes nothing in the audio.
Can I use modouVerb Immersive on a stereo track?
The Immersive edition requires a 7.1.4, 7.1.6, 9.1.4 or 9.1.6 output. For stereo work use modouVerb Standard. It is the same engine and the same sound. On an immersive bus, you can still set the MIC mode to STEREO (L/R only) or MONO (C only).
Is the immersive output Dolby Atmos objects or Ambisonics?
Neither. modouVerb renders a channel bed, with one signal per speaker of 7.1.4 / 7.1.6 / 9.1.4 / 9.1.6, through a virtual microphone array with one capsule per speaker. Route it to your bed as you would any bed reverb.
Why is the LFE channel silent?
Reverberation is not a low-frequency effect. The full-range reverb already reaches every main speaker, and bass management in your monitoring chain handles the subwoofer. Feeding reverb into LFE would double the lows and make the bed translate badly.
Is there latency?
No. modouVerb reports zero latency. The direct path is not delayed, and processing is sample-accurate with a fixed 32-sample control rate, so the result does not depend on the host's buffer size.
Will an offline bounce sound the same as real-time playback?
Yes. In an offline render the placement patterns are built synchronously, so every automated move lands at the exact sample. A saved and restored session also renders identically: the current placement is built before audio starts.
How much CPU does it use?
On an Apple M4 core at 48 kHz, a stereo instance uses about 1 % (Plate) to 2.5 % (Tunnel). An immersive microphone on a 7.1.4 output from a stereo source uses about 2.2–2.9 %. A full 7.1.4 input placed as speakers into 7.1.4 uses about 12 %. The cost is flat from 16- to 2048-sample buffers.
Is modouVerb available for Pro Tools (AAX)?
Yes. AAX is built and PACE Eden signed for all three editions, alongside AU, VST3 and standalone, all on macOS.
Why does Lite have no presets?
Lite's two controls are the preset: the place chooses a voiced space, and DISTANCE places the sound. Hosts see one program ("Default") and two parameters.
Troubleshooting
The host shows an old version, or doesn't find the plugin
CauseThe host or macOS cached the previous Audio Unit or VST3 information.
SolutionRescan plugins in the host. For Audio Units, log out and back in (or restart) so macOS rebuilds its component cache. Check that the files are in ~/Library/Audio/Plug-Ins/Components and …/VST3, and that your macOS is version 11 or later.
modouVerb Immersive can't be inserted on my track
CauseThe track or bus is mono or stereo. The Immersive edition needs a 7.1.4 / 7.1.6 / 9.1.4 / 9.1.6 output.
SolutionInsert it on an immersive aux/bus, or use modouVerb Standard for stereo.
7.1.6 or 9.1.4 is not offered in my AU host
CauseCore Audio has no channel layout for 7.1.6 or 9.1.4, so no Audio Unit can offer them.
SolutionUse the VST3 version, or 7.1.4 / 9.1.6.
Only L and R (or only C) carry reverb on my 7.1.4 bus
CauseThe MIC mode is set to STEREO (L/R) or MONO (C).
SolutionSet the MIC mode to AUTO or IMMERSIVE. The status line in the MIC panel shows the resolved mode.
The stereo image leans to one side
CauseThe source or microphone has been moved (Source X, Mic Bearing), or the microphone is turned. That is a real, intended effect.
SolutionPress RESET in PLACEMENT and double-click the heading dial for 0°.
The reverb sounds phasey when summed to mono
CauseThe STEREO mode's AB Omni pattern uses spaced capsules, which are, like the real technique, less mono-compatible.
SolutionUse XY (coincident cardioids) or reduce WIDTH in Advanced.
A puck or height slider stops before I expect
CauseThe source and the microphone are kept inside the room, at least 0.3 m from every surface. Under a sloping ceiling or a vault, the available height depends on the position.
SolutionThis is correct behaviour. Move the puck to where the room is taller or wider.
The RAYS don't move
CauseRAYS is OFF, or there is no signal. The pulses are fired by onsets in the input, so silence shows nothing.
SolutionOpen the RAYS panel (left wall), switch it ON and play audio.
A long tail is shortened when I switch spaces
CauseWhen the space changes, the old space's tail fades out over 350 ms while the new space fades in.
SolutionAutomate space changes in gaps, or use two instances and crossfade between them.
LOW CUT / HIGH CUT seem to do nothing at their extremes
CauseEach space has its own input band (for example 50 Hz–14 kHz in the Hall). The cuts can only tighten it.
SolutionMove the control inside the space's band to hear it act.
Technical Appendix
Signal flow
IN ─┬──────────────── DIRECT (per-speaker mic pickup · distance level · air absorption) ───────────┐
│ ├─ OUT
└─ INPUT BAND ─┬─ EARLY FIELD ─ MIC (polar patterns, per speaker) ─ tone ─ level ─────────────┤
│ ├ specular: image sources on the room polyhedron (order ≤ 3, Tunnel 4) │
│ └ diffuse: ray tracing "diffuse rain" (384 rays · 5 bounces) │
│ └ part of the early field feeds the late network │
└─ PRE-DELAY ─ DIFFUSION ─ HIGH-DENSITY FDN ─ speaker route ─ tone ─ DYNAMICS ─ level ┘
16 lines · Hadamard · in-loop allpasses · 3-band damping · modulation
N inputs (own pre-delay, diffusers, Walsh input row per channel)
N decorrelated outputs (≤ 15 mains; LFE silent)
Specifications
| Item | Value |
|---|---|
| Formats | AU, VST3, Standalone · macOS 11+ · Apple Silicon and Intel |
| Sample rates | 44.1 – 192 kHz (tested at 44.1, 48, 88.2, 96, 176.4, 192 kHz) |
| Latency | 0 samples |
| Processing | 32-bit float, sample-accurate, 32-sample control rate, no allocation or locks on the audio thread |
| Buses — Standard / Lite | mono → mono, mono → stereo, stereo → stereo |
| Buses — Immersive | in: mono, stereo, 7.1, 7.1.4 · out: 7.1.4, 7.1.6, 9.1.4, 9.1.6 (AU: 7.1.4, 9.1.6) |
| Early field | Image sources to 3rd order (Tunnel 4th), face-by-face visibility · 28–48 specular taps · ray-traced diffuse field, 384 rays × 5 bounces, 12–48 bins · 3–8 ms fade-in |
| Placement | Pattern rebuild ≈ 0.1–2 ms on a worker thread · 40 ms crossfade · synchronous in offline render · 9 distance snapshots per seat path |
| Late field | 16-line FDN, 2D-separable Hadamard, 1–2 in-loop allpasses per line, 3-band damping, cubic-interpolated modulation, up to 16 inputs and 15 decorrelated outputs |
| Space change | Two engines: 20 ms fade-in of the new space, 350 ms fade-out of the old tail |
| Microphone | Mono / Stereo (AB, XY ±45°, Blumlein ±45°) / Immersive (1st, 2nd or 4th-order capsule per speaker, Σg² normalised) |
| CPU (M4, 48 kHz) | Stereo 1.0–2.5 % · immersive mic 2.2–2.9 % · 7.1.4 placed input 11.5–12.5 % · 9.1.6 engine case 17–18 % of one core |
Validation
Every release is checked objectively before listening tests:
- DSP test suite: 274 checks. FDN stability and resonance, RT60 per band, echo density, early-reflection geometry and timing, the distance model, tone, dynamics, click-free parameter changes, sample rates from 44.1 to 192 kHz, the microphone and immersive rendering, placement and rays.
- Apple auval (strict): passed for all three editions.
- pluginval at strictness 10: passed with 0 warnings for AU and VST3 of all three editions.
- Host harness (AU and VST3): layouts, 6 sample rates × 4 block sizes, irregular blocks, automation, bit-identical state restore, programs and the editor.
Known limitations (v1.1.4)
- The late field is statistical, not geometric. Position changes its level and onset, not its texture.
- Geometric acoustics does not model diffraction or low-frequency room modes. The low end of each space is shaped by its tuned late field.
- The immersive output is a channel bed, not Ambisonics or Atmos objects.
- The window opens at 1120 × 720 (Lite 560 × 460) and can be resized or zoomed from its edge, or from Window Zoom in the gear icon's utility panel; its aspect ratio stays fixed. User presets cannot be renamed or deleted from the interface.
- AAX is built and PACE Eden signed for all three editions but has had less testing in Pro Tools itself than the AU and VST3 builds.
Glossary
Reverberation time: how long the late field takes to decay by 60 dB. It is given separately for low, mid and high bands.
Critical distance: the distance at which direct and reverberant energy are equal. rc ≈ 0.057 √(V / T60).
Direct-to-reverberant ratio: direct energy compared with early + late energy, in dB. It is shown on the stage as DIRECT / REVERB.
Initial time delay gap: the time between the direct sound and the first reflection. Small rooms and far seats have short gaps.
A mirror copy of the source behind a wall. The straight line from the image to the microphone is the path of a specular reflection.
The share of energy a surface reflects diffusely rather than like a mirror (0–1).
Feedback delay network: delay lines whose outputs are mixed by a matrix and fed back. modouVerb uses one for the late field.
How a microphone's sensitivity depends on direction: omni (all directions), cardioid (front), figure-8 (front and back).
A fixed speaker-channel mix such as 7.1.4 or 9.1.6, as opposed to audio objects.
Impulse response: a recording of how a space responds to an impulse, for one source position and one microphone position.