I successfully made a crappy reverb
that only works for sine waves, and
it left almost no additional bytes...
I don't remember where I read about this,
but I think the method is called something
like phase perturbation:
reverb = sin(x*hz*pi*2) - sin(x*hz*pi*2 + n)
where n is brown noise/fbm or noise with
a distribution that represents the space.
(The decay length of the reverb is just
hardcoded and not a part of the method)