@maruRoom Acoustics
AvailableEffect

Room Acoustics

Place a sound in a room. Move the microphones.

@maru shared this effect so you can play it in your DAW, remix it or put it on your site.

What it does

Place a sound and a pair of microphones inside a room, choose how big the room is and what its surfaces are made of, and hear the result: the direct sound, the early reflections off each wall and the diffuse decay that follows. It is a room you can walk around in, not a reverb preset.

The idea

A room's sound is mostly geometry. Where the source stands, where the microphones are and how far each wall is decide when the first reflections arrive, and the materials decide how quickly the energy dies away. Room Acoustics models a rectangular room that way. It traces the early reflections exactly and builds the late tail from simulated sound rays, then plays your audio through the resulting response.

Move the source or a microphone and the room is recalculated. The previous room keeps playing while the new one is built, then crossfades in.

Guide and controls

How it works.

The stereo input is averaged into one sound source. Image-source early reflections and a seeded ray-traced tail build a separate impulse response for each microphone capsule, then a stereo convolver blends those responses with the original input.

The model supports rectangular shoebox rooms with a three-second response cap. A moved source produces a new snapshot, crossfaded while the previous room keeps playing. Movement has no Doppler effect.

T30 is measured from the completed response; predicted RT60 and a requested target are shown separately. Reflective rooms and higher calculation quality take longer to settle.

What would you make with Room Acoustics?

Describe what you want to make. Build it with the Studio agent.

Part of Room and Receiver

Goes well with.

Building block

Algorithmic room reverb with bounded feedback.