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Is the NightSky a reverb pedal or not? Here's 5 ways you can push the boundaries of what it does, including some sounds that are unrecognizable as reverb (like flanging). Settings below.
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GATED REVERB
Speed: 100%
Target: filter
Depth: 100%
Shape: env
Length: 60%
Texture: dense
Size/Pitch: 40%
Quantize: smooth
Low Cut: 0%
Filter: low pass
High Cut: 20%
Interval: 1 o’clock
Shimmer: 100%, input
Glimmer: off
Drive: off
Reverb: 100%
Dry: 55%
Low-Pass Resonance: minimum
DUCKED REVERB
Speed: 80%
Target: filter
Depth: 40%
Shape: env
Length: 60%
Texture: sparse
Size/Pitch: 40%
Quantize: smooth
Low Cut: 0%
Filter: low pass
High Cut: 51%
Interval: 1 o’clock
Shimmer: 0%, input
Glimmer: off
Drive: off
Reverb: 100%
Dry: 30%
Low-Pass Resonance: minimum
FLANGER
Speed: 5%
Target: pitch
Depth: 100%
Shape: triangle
Length: 0%
Texture: sparse
Size/Pitch: 0%
Quantize: smooth
Low Cut: 0%
Filter: regen
High Cut: 0%
Interval: 12 o’clock
Shimmer: 100%, regen
Glimmer: off
Drive: off
Reverb: 100%
Dry: 70%
FLANGER (FAST)
Speed: 63%
Target: pitch
Depth: 37%
Shape: triangle
Length: 0%
Texture: sparse
Size/Pitch: 0%
Quantize: smooth
Low Cut: 0%
Filter: regen
High Cut: 0%
Interval: 12 o’clock
Shimmer: 100%, regen
Glimmer: off
Drive: off
Reverb: 100%
Dry: 70%
SLAPBACK ECHO
Speed: 0%
Target: verb
Depth: 0%
Shape: triangle
Length: 0%
Texture: sparse
Size/Pitch: 40%
Quantize: smooth
Low Cut: 0%
Filter: regen
High Cut: 0%
Interval: 12 o’clock
Shimmer: 0%, regen
Glimmer: off
Drive: off
Reverb: 100%
Dry: 45%
RESAMPLED GUITAR
Speed: 50%
Target: pitch
Depth: 30%
Shape: rand
Length: 0%
Texture: sparse
Size/Pitch: 0%
Quantize: scale (major pentatonic)
Low Cut: 0%
Filter: low pass
High Cut: 25%
Interval: +5th
Shimmer: 100%, input
Glimmer: off
Drive: off
Reverb: 100%
Dry: 0%
REVERB IN THE KEY OF GOD
Speed: 0%
Target: verb
Depth: 0%
Shape: triangle
Length: 62%
Texture: dense
Size/Pitch: 30%
Quantize: scale (major pentatonic)
Low Cut: 0%
Filter: low pass
High Cut: 30%
Interval: 1 o’clock
Shimmer: 0%, regen
Glimmer: off
Drive: off
Reverb: 100%
Dry: 60%
Special thanks to John Marty and Greg Sadetsky for helping with the animation.