Hi Coralie,
As explained in the user manual, the audio processing of Spat is made of 3 main components :
- the room effect (i.e. reverberation effect),
- the panning stage (spatialization),
- the decoding/transcoding stage.
The [spat.spat~] object comes with all these modules already interconnected and ready-to-use (rapidly).
However each module is also available independently, leaving you free to use only the reverb for instance
(this might require more patching efforts though).
Thus, it is possible to build a reverb engine that provides « non-spatialized » signals, and to spatialize them « outside the spat » (how dare you?).
All the « spectral corrections » are applied inside the room stage; not in the panning stage.
Tutorial #9 shows you how the reverb engine is built within Spat (based on [spat.source~], [spat.early~], [spat.cluster~], [spat.reverb~] and a bunch of [spat.hlshelf~] filters). NB : this tuto is not trivial.
Alternatively you can build a simplified reverb based on these objects.
T.