🔊 Room Reverberation and the Image-Source Method
3D room model that mirrors a sound source across each wall to generate image sources, with adjustable room dimensions, wall absorption and source/listener position to visualize reflection paths and reverberation time.
A 3D shoebox room mirrors a sound source across every wall to generate "image sources," visualizing how sound reflections build up reverberation and how absorbent walls drain their energy.
🔬 What It Demonstrates
Each wall reflection is geometrically equivalent to sound arriving from a mirror-image copy of the source. Chaining mirror reflections across all six surfaces builds the image-source lattice used to predict every reflection's arrival time and energy loss.
🎮 How to Use
Resize the room, adjust wall absorption, raise the reflection order to reveal more bounce paths, and slide the listener across the room. Watch RT60 and reflection timing update live, and see higher-order rays fade faster as absorption increases.
💡 Did You Know?
The image-source method is exact for rectangular rooms with flat rigid walls — it's the same geometric trick used to design recording studios and predict flutter echo between hard, parallel surfaces.
3D room model that mirrors a sound source across each wall to generate image sources, with adjustable room dimensions, wall absorption and source/listener position to visualize reflection paths and reverberation time.
2D · HTML5 Canvas 2D · 60 FPS target · runs fully client-side, no install