Room360: Spatial Reverb, Acoustic Sim, Virtual Studio

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IMPORTANT: CURRENTLY 50% OFF UNTIL JULY 1 WITH LINK: https://room360plugin.com/?promo=june50 (https://room360plugin.com/?promo=june50)

SUPPORT/CONTACT: Any problems/issues/bugs/inquiries/etc -> operations@room360plugin.com (mailto:operations@room360plugin.com)

Hey guys,

This is my first (technically second) post here, as finally after years of lurking I think I finally have something to contribute. Just a few weeks ago I released Room360, which is basically VSS2 on steroids. It's pretty much just an acoustic sandbox that allows you to have an arbitrary number of sources, walls, and microphones, each of which can be moved and rotated freely. It also includes an atmospheric model which has a very subtle effect, and if anything is more of a flex or just proof that the whole thing was made with "scientific accuracy" in mind. In fact, I spent probably around two weeks just working out the math for how to model surface diffusion.

I am also happy to answer any technical questions about the methods, etc that are used in the simulation. To clear up what you're probably thinking: yes, it's raytracing, but with a few interesting twists.

I really wanted to make this awesome to give everybody something exciting and cool that isn't just a marginal improvement on existing ideas or tech, so I hope you guys like it. If you want to try it out, it has a very permissive demo version, somewhat like Pianoteq's approach. If anybody has any feature suggestions or critiques, I am all ears. Please, tell me what you think!

It is available to try/purchase here: https://room360plugin.com (https://room360plugin.com)

Tutorial/Manual: No manual yet (working on it), but there is basic tutorial here:
Same applies here. Starting this thread because you guys would probably appreciate it too. I'm interested in seeing what you guys do with it, since Vi-Control is more instrument/composer oriented, KVR might do something interesting on the recording/production side of things.

- Ryan
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Found this one quite convincing being for sound design or room instruments placement!

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How to use this for pop & urban music? There is no mix knob and even though I love being able to position my signal in the room I’d like to make that room sound less ‘wet’. I read it’s also not meant to be put on a bus and blended in so how to achieve this?

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Better way to have an idea of how to approach this plugin is watching the dev’s video.
Quite informative.
It is really about thinking “acoustic simulation”, like said in the video.
Same questions as yours went to mind at first sight when checking it for the first time.
But yeah, it’s quite different than the so called “usual way” to use reverb plugins.

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This plug-in is the most exciting tool I've seen since... I don't even remember when 😅

Seriously, check it out ! It may feel strange to use at first, but the results are astonishing. I can't wait to see it growing old with a lot of new features 😊

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Dev's video is pretty cool!

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This is very interesting to say the least.
Positioning source and microphones gives very cool results easily.
The overall sounds it produced for me until now are promising, not fully there yet.
This product appears to be quite unfinished.
What I found out until now, all my opinions, no manual, checking the demo video several times:
To adjust the surface parameters is VERY fiddly. This little space to adjust these important parameters could be substantially bigger and they could react better to mouse input.
Source is only mono right now? I didn't find a way to add more sources or to make it stereo.
To connect surface dots is a game of inconsistency here. Sometimes they do connect,mostly not.
Some kind of auto gain would be highly appreciated as the differences in levels can be very great.
Right now it has no PDC.
Putting it on a send bus makes it mildly better but I didn't find a way to turn off the source sound.
What is really holding me back right now is the end of the tail of the reverb.
It is simply faded out unnaturally at a certain point.
I would like to see some improvements to the plugin and it's interface:
- Adjustment of quality by number of rays, or however this is done in this model.
- Threshold and adjustment of the fade out to taylor the end of the tail myself.
- Overall knobs to adjust reflectivity and diffusivity.
- At least stereo source
- Grouping of surfaces, copy and paste of shapes, sub-presets for them, etc.
- Better X and Y scaling of the frequency dependant params and better mouse input to adjust them.
- Larger areas to adjust those surface parameters.

With a given roadmap of improvements and further development the early adopter intro price would make sense to me.

OK, enough (not) beta tester input for now.
ABX is enemy to GAS

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Hi Ryan,

I wish I had an interface like this for my own room-acoustics simulator.

Some questions – as you have invited us to ask:

1) Is this a two-dimensional simulator? Of so, how do you handle the differences between two- and three-dimensional space, for example the afterglow of even-dimensional spaces which is important for such simulations as reverberation? I could not find any reliable information about ray- and beam-tracing techniques and their modelling (or not) of afterglow.

2) Can the walls be provided with different reflection/absorption parameters? In real rooms, there are usually obvious significant differences between front/back, left/right, and ceiling floor surfaces which result in differences between components of the room modes, causing modes to morph from one into another as time progresses, which can have significant physical effects. By “room modes,” I’m referring to all of them, not just the primary ones aligned with the primary axes of a room.

Thanks for any information. You stated that one of your goals was "scientific accuracy," and these are two immediate concerns I had based upon my own work.

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My first impressions are "Wow"! ;)

This is a good reverb. I haven't really tried it "in anger" yet - but this is promising.

I'd like to see some kind of "wall presets", as I'd have no clue how to set up walls for different types of wood/stone/curtain/plaster etc.

Is the $99 the intro price - or is the intro price 50% of this?
I'm hoping if we're really nice, we'll get a little more time to think about this - as tomorrow is July 1 already ;)
John Braner
http://johnbraner.bandcamp.com
http://www.soundclick.com/johnbraner
and all the major streaming/download sites.

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The intro price is $50.
ABX is enemy to GAS

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Ooh thanks 😉

UPDATE: for $50 I'll go for it ;)

Hopefully Room360 Audio will update us (here?) when there are updates ;)
John Braner
http://johnbraner.bandcamp.com
http://www.soundclick.com/johnbraner
and all the major streaming/download sites.

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Available via APD for $19.20 using the site wide code July4.

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agharta wrote: Wed Jul 02, 2025 7:02 pm Available via APD for $19.20 using the site wide code July4.
https://audioplugin.deals/product/room360/

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Bought. This looks like it has a ton of potential, for sound design if nothing else. 👍 👍

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@DaveClark

Sorry, I actually forgot I made this thread. I'm really sorry about that. To answer your questions:

1. It is indeed 2D. I've found that even just in 2D, it seems to be good enough. That said, I did adjust the simulation to account for the fact that if we just use standard inverse square law (which applies to 3D only - 2D would just be the "inverse law"), the sound's geometric attenuation still behaves properly. For afterglow, which I assume means "reverb tail", a bit of tweaking was required to find the exact coefficient necessary to make sure it behaves properly. For geometric attenuation, we raise the distance between adjacent rays to the 1.5'th power to calculate the attenuation.

2. The walls can indeed be adjusted like that. For each wall, you can adjust both the reflectivity (decided on this instead of absorption, since it's a bit more intuitive for unsophisticated users), and the diffusivity (otherwise known as scattering). The diffusivity is a tricky concept, because it doesn't really make any difference except in the case of impacts/impulses, like drums. In that case, a high diffusivity avoids any "fluttering", and simulates a very random/rough wall surface. In both cases, this is tunable as a function of frequency. So yes, you can achieve a real "morphing room mode" effect by giving different walls different properties. If you place the microphones to the right of a large room, the residual afterglow will sound like it's coming "from the left".

I'm hope you're glad I thought of this stuff!

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