[sdiy] Music

Thomas Strathmann thomas at pdp7.org
Tue Jul 20 18:14:43 CEST 2010


Am 7/20/10 17:55 , schrieb Scott Nordlund:
> I've read some about modeling spring and plate reverbs.  High order
> dispersion filters are very important but it takes a lot of CPU power.
> I'd assume that's true of cymbals and gongs and things too.  Also,
> trying to emulate a 2 or 3 dimensional acoustic space with 1D
> waveguides isn't ideal.  I think the "proper" way to do it would be ray
> tracing, not that it's remotely possible in real time.  There's
> probably some easier compromise that gets passable results, though.
> After all, most reverb algorithms make no attempt to actually model an
> acoustic process.  They only make a lazy approximation that's fine
> tuned to sound reasonable.

Raytracing for graphics is possible in realtime even on a CPU and has 
been done successfully for some 10 years now. I imagine the only objects 
needed for a reverb "scene" would be quads that bound the space in which 
the reverb is to be sampled. Kind of like they did with actual rooms, a 
loudspeaker, and a microphone in studios. Do I miss something that would 
make raytracing impractical for this use case?

	Thomas



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