Simulated reverberations from possible and impossible spaces recorded as impulse response files that can be used in convolution devices and plugins.
Room layouts have been modeled and then ray traced, very similar of how 3D ray tracing works.
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Pretty accurately simulated spaces, microphones and emitters in a somewhat 3D space. These IR’s fall between real and faux. 100% synthetic but with the subtleties and details of an IRs recorded in real physical spaces. Up to ten million sound rays emitted and traced to the receivers/microphones in a simulation using a lot of computing power. Totally fake but sounding close to real. Sometimes realer than real. Sometimes impossibly real.
They are fake, so why not just a algorithmic reverb?
Algorithmic reverb mimic real spaces using tricks like diffusion and super fast delay to make it’s sound. It’s awesome and they can definitely sound great. But it often lacks that sense of real space. I was looking for the point where real and fake meet up and this was ray tracing that i found that was pretty cool and solid way to achieve that real feel while building very different kind of spaces. A real time ray tracing reverb will probably not exist in a foreseeable time, it would be super cool.
Well… Sound is simulated somewhat as it behaves in the real world but it is approximations. One million sound rays are emitted (in most simulations) they bounce against the surfaces and hits the receivers/microphones. The surfaces have materials that are approximations of real materials. There is not really floors and roofs and height but the walls approximate height. Based on 2d models with extruded height.
It’s not scientifically accurate but it does sound close to IR’s recorder from real spaces, some of them even “better” as no deconvolution is needed so they are cleaner and less processed. That said, they are what they are – faux spaces.
Recorded at 32-bit and 96000 Hz and converted with high quality digital-to-analogueish-to-digital-conversion to the different formats.