Hi,
I need to create some realistic 3D audio environments. Not perceptually realistic, but physically realistic - as much as possible -. One key to that is a realistic room simulation. The diffuse part of the spat reverb is definitely sufficient, but I am not sure about the early reflections (they come from only two directions if I am not mistaken).
I saw the spat.shoebox tool. I originally thought it could be used to replace the spat reverb by a room simulation reverb, but if I understood well, it is a tool to show the positions of the source images in a rectangular room, more or less independently of spat.
Is there already a spat function that I could use between the spat.shoebox and spat.spat~ or spat.decoder~ to use it to simulate realistic early reflections? (it would add the wall absorption and avoid the user to have to connect all 128 patch cords)
If not, does it make sense that I design one? I will be limited to 127 reflections for one source, but that’s a start. However, that would not be optimized at all in the sense where the same source would be duplicated many times…
Laurent