3 ms·
As I metioned earlier, the tricky part is measuring the materials. The rest can be done with pretty high accuracy. There are commercial packages for that like O
by gmueckl 7y ago
As I metioned earlier, the tricky part is measuring the materials. The rest can be done with pretty high accuracy. There are commercial packages for that like Odeon or CATT acoustics.
These days, some of the simulation algorithms are slowly trickling into game engines, too, with the push for realistic VR. Unfortunately, these still require some larger quality/performance tradeoffs because they have to share the processor with all the other work the engine has to perform. But it is still quite convincing. So with this tech, you actually get to walk around in a space and hear the reverb adjusting in real time, even when the geometry of the space changes.