3 KVR members have added AmbiRR2 to 2 MyKVR groups 4 times.
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AmbiRR2 places up to 16 mono sources inside a virtual room and renders what that room does to them, either as an ambisonic sound field (1st to 3rd order, AmbiX, ACN/SN3D) or as a stereo recording captured by two virtual microphones you can freely place and aim.
The room is a simple box shaped by width, depth, height and per-wall damping. Under the hood, AmbiRR2 splits the room's response into two parts that are computed separately: an image-source model renders the direct sound and early reflections precisely, per source, with correct arrival time, level and direction; a diffuse-field convolution renders the reverberant tail, shared by all sources and matched to the room's decay time. Because the tail never depends on position, sources and the listener can move (and be automated) freely in the DAW without the clicks, dropouts or CPU spikes that come from rebuilding an impulse response mid-performance. Only the room's shape and wall materials require a rebuild, and that only happens when you actually change them.
An optional Doppler mode swaps the default click-free crossfade for true per-tap pitch-shifting, so fast-moving sources rise and fall in pitch the way they would in a real room.
Typical uses include game-audio and VR/AR spatial sound design, ambisonic music production, binaural headphone mixing, and building believable moving sound sources for picture.
VST3, AU (macOS) and Standalone. A DAW capable of hosting a 16-input.
multichannel track is needed to use all 16 sources at once (fewer sources can.
be used on tracks with fewer inputs).
LGPL-3.0-or-later. Source available on GitHub.
$79.00Rev INTENSITY
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