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Echo chamber effect

Major_Flux ΦΚβ · started 2025-01-09 17:52 · updated 2025-01-09 17:54

Idea

I have found ways to make more accurate echo effects by stringing together a Graphical Eq, a delay pedal, and a Quasar reverb (in that order), because I can set a "resonance frequency" of the "material" for the "walls" of a simulated "echo chamber". Now if there was a way to actually construct a simulated echo chamber with materials that you can set resonance frequencies for, that would be helpful. People could construct a "stage" with instruments and put listeners through a more accurate garage-band experience, for example.

Process

Given a simulated echo chamber of any shape, it'll calculate the paths that sound has to go, then calculate how much distortion it'll get from the atmosphere, calculate the change in frequencies for every surface that each path bounces off of, and how long it'll take to get back to the listener.

Parameters

Chamber (screen)

A simple user interface for making a 3D (or 2D, doesn't matter, 2D would work faster but 3D would be more accurate) simulated echo chamber. Also great for adding up to four listeners and up to four sources.

Turbulence (float)

How much reverb-distorted sound gets over the distance it travels.

Speed (float)

The speed of sound in this chamber.

Source 1/2/3/4 (audio)

What sounds should play from audio sources in the simulated echo chamber.

Parameters per surface

Dissipation (float)

How much reverb-distorted sound gets upon hitting that surface.

Resonance frequency (float)

The frequency of sound that gets amplified.

Damping (float)

How much sound gets dampened/absorbed when it hits that surface.

Pass-through (float)

How much sound goes through the surface.

Parameters per source

Direction (float)

Which direction the source faces in.

X/Y/[Z] (float)

Parameters that can be automated to make the sources "move" about the chamber.

Focus angle (float)

How wide the cone is for the source's sound emission, in degrees away from the source's direction line.

Gain (float)

How loud the sound is.

Parameters per listener

Direction (float)

Which direction the source faces in.

X/Y/[Z] (float)

Parameters that can be automated to make the sources "move" about the chamber.

Outputs

Listener 1/2/3/4 (audio)

Sound, with panning, according to how each listener in the simulated chamber heard it.

Issues

This'll probably take forever to make, I don't know. Plus it might be laggy, consume resources like mad, and be filled with bugs.

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