keeley memphis sun pedal Keeley Memphis Sun Lo-Fi Reverb Echo Double-Tracker Pedal
SKU: 13697978532
keeley memphis sun pedal

keeley memphis sun pedal Keeley Memphis Sun Lo-Fi Reverb Echo Double-Tracker Pedal

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Description

keeley memphis sun pedal Keeley Memphis Sun Lo-Fi Reverb Echo Double-Tracker PedalKeeley Memphis Sun Lo Fi Reverb, Echo, and Double Tracker Pedal Head into the Memphis Sun and bask in the tones of the 1950s! Studio sounds of the 1950s and more. Small Room Reverb, Slapback Echo, Futuristic Double Tracking. MEMPHIS SUN! The new Memphis Sun Lo Fi Reverb, Echo and Double Tracker is their second studio themed pedal. Like the Keeley 30ms ADT this pedal gives you a wealth of tones for capturing that classic Rock and Roll sound as well as

Keeley Memphis Sun Lo-Fi Reverb, Echo, and Double Tracker Pedal

Head into the Memphis Sun and bask in the tones of the 1950s! Studio sounds of the 1950s and more. Small Room Reverb, Slapback Echo, Futuristic Double Tracking.


MEMPHIS SUN!

The new Memphis Sun – Lo-Fi Reverb, Echo and Double-Tracker is their second studio themed pedal. Like the Keeley 30ms ADT this pedal gives you a wealth of tones for capturing that classic Rock-and-Roll sound as well as sounds you’ve not heard before. It’s NeoVintage. It’s an Echo and Reverb pedal.
Toggle through the different effects presets:


SLAPBACK 600 – Echo for long delays

• SUN MODE – Auto Track-Doubling and slapback with short delays
• ROOM – Studio simulation reverb
• Both of the ECHO 600 and SUN MODE effects have a Room Reverb.

It’s a one-knob, rock and roll type of room reverb.


SLAPBACK 600

Rock and Roll is the Devil’s music, right? So of course they made the delay time up to 666ms to simulate some unearthly echo machine that never really existed. Filtering in the Slackback mode is done in stages. First, they heavily filter the response at 1 kHz then compress the thing. Remember the concept: pack a bunch of sound in a small room and it compresses. Next, they filter it again at 1 kHz ! Sounds like Rock and Roll, right? Aaron Tackett is their Rock and Roll Doctor of DSP here at Keeley. Not only is he devilishly good looking, he has a way of making waves look good — adding curves so to speak. He has added 2nd and 3rd order harmonics to this mix to simulate tape response and equipment distortions. Waves folded back on themselves. You’re gonna love his curves.


Time – 30-666ms

• Regen – As Jack White says: “Three.” Up to three repeats. Or sometimes six...
• Reverb – Old Rock-and-Roll Room Reverb.


Sun Mode

Let’s Do it Twice Mama, It’s Alright! Automatic Double Tracking (ADT) was not available in the 1950s, but they sneak it in here because it makes a wonderful sound. And, if you lengthen the time, it goes right into slapback territory which is at the heart of Country and Rock and Roll guitar sounds. Like their Keeley 30ms, this pedal will do ADT. The Memphis Sun creates a vintage-voiced double-track in mono. Your guitar-playin’ “Gemini-Twin” has a very warmed-up tone. Adjusting the Time Control lets you easily create anything from Double Tracking to Slapback with up to 180ms of delay time.

• Time – Delay Time is 0-180ms. For Automatic Double-Tracking set this control at the second mark or lower, 0-30ms. For slapback echo 30-180ms sounds great. The knob markers notate 0,30,60, 90, 120, 150, and 180ms
• Regen – Modulation for the ADT. Set to OFF for NO Rate or Depth. Increasing this control increases both the Rate and Depth of “Tape” modulation.
• Reverb – It’s Still Rock-and-Roll Room Reverb to Me


Room

The Room Reverb simulates a small 33' by 18' asbestos-tiled room so filled with music the sounds actually get compressed. They take into account the frequency response of the mics used back then. The RCA 77 is loosely simulated by a group of filters including a HPF = 300 Hz and LPF = 8 kHz. Many artifacts are incorporated in their room reverb. And second and third order harmonics are added to make sure it sounds just right.

• Time is the Pre-Delay amount: 0-150ms of pre-delay. This allows for a slapback sound as the first reflections come into focus.
• Regen is the Tone control: this is an active filter +/- 10 dB and is centered around 1.1 kHz.
• Reverb is the Depth control for the reverberations.
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SKU: 13697978532

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robert thompson
Pawtucket, US
★★★★★ 5
Don't peek at the next page.
Format: Hardcover
Basically, best practices in game engine architecture, citing a wide array of game engines used by a wide array of top game makers. Out of a ~1150 page book: The longest chapter is ~150 pages, on Parallelism and Concurrent Programming. Rendering Engine is ~100 pages Collision and Rigid Body Dynamics is ~100 pages 3D Math for Games is ~50 pages I had hoped for treatments on quaternion camera and for entity component system, but alas, no. What I did get was still crucial. The most illuminating guidance was in Engine Support Systems (~50 pages) which talked about best Memory Management, and in Game Loop and Real-Time Simulation which talks about ideal orders of operations in a highly efficient game loop. The first 400 pages of this book are not exclusive to games. A new programmer that wants to do high performance programming can gain a lot from this before it gets into 'primarily' game topics. My strategy for getting through this whale was to never peek at the next page. I did not read (Character) Animation Systems (~100 pages) or Audio (~100 pages), as I do not need them at this time. You can certainly damage the book if you don't keep in mind its weight, or if you do that maneuver where you forcibly open it against its spine. I did that and the binding popped off the backing. It's all in one piece, and it's easier to read. It's a big tome.
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Reviewed in the United States on February 6, 2022
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Vincent Marias
Whiting, US
★★★★★ 5
The Bible, if it was good
Format: Hardcover
I’m not kidding when I say the first 350 pages of this book are quite literally an entire computer science degree. In fact, many CS majors would learn more about some of these subjects here than in their classes. I’m incredibly impressed with the thoroughness and depth of this absolute tome, and I’ll be far more impressed if the binding is able to hold on to all 1200 pages for the whole time it takes me to read it.
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Reviewed in the United States on October 29, 2024
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Joan Rubio
Cuba, US
★★★★★ 5
Imprescindible
Format: Hardcover
Libro esencial para entender aspectos técnicos y completar la formación de los estudios universitarios .
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Reviewed in the United States on October 15, 2025
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Piotr S.
Massapequa, US
★★★★★ 5
good quality
Format: Hardcover, Format: Hardcover
Content is top notch as always. My 5-stars go mainly to reflect print quality of the book. Text is nice and clear, binding is done in proper cloth spine binding as you would expect from hardcover edition. Ordered my book on Feb 5th, 2019 and received it on Feb 11th, 2019. The book feels solid not like to fall apart right away. No issues like those reported for "Real-Time Rendering, 4th Edition" or "Physically Based Rendering: From Theory to Implementation 3rd Edition" or "3D Math Primer for Graphics and Game Development, 2nd Edition". This one is a keeper, so sad some other CG books had to go beacuse of the quality "issues".
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Reviewed in the United States on February 13, 2019
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Tyler aldrich
Battle Creek, US
★★★★★ 4
An Invaluable Book
Format: Hardcover, Format: Hardcover
Game Engine Architecture" by Jason Gregory has proven to be a treasure trove of knowledge, especially in the realms of lower-level computer programming and the inner workings of CPUs. The first third of the book, which I have thoroughly enjoyed, dives deep into the intricacies of memory management and concurrent programming. Gregory’s explanations are so lucid and engaging that the complex concepts of memory orders such as relaxed, release, and acquire have become clear to me, showcasing their critical roles in programming. What is particularly remarkable is how the book's first 400 pages serve not just as a guide to game engine architecture, but also stand on their own as an excellent introduction to computer science. It's a testament to the author's skill in distilling complex material into digestible content that even those without a vested interest in game development would find immense value in. However, a caveat I must mention is the book's physical heft. Its size and bulk make it somewhat unwieldy, and I learned this the hard way when it fell from my desk. The impact caused the page binding to tear away from the hard cover, which was disappointing considering the book's cost. Nevertheless, with some craftiness involving thick drawing paper and glue, I managed to repair it. If the author adds any more information to the next edition, it'd probably be best to turn this into a 2-3 volume set to manage the size. Despite this setback, the book remains an invaluable resource. Its depth and clarity are unmatched, making it a worthy addition to any tech enthusiast's library. Just be sure to handle it with care.
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Reviewed in the United States on November 11, 2023

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