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Acoustic Chamber (2D)

Fire a sound pulse in a top-down 2D room, watch each ray reflect off the walls (angle-in = angle-out) and lose energy per bounce by wall material, and read the live Sabine RT60 = 0.161·V/A reverberation time as you swap carpet, tile and acoustic-foam presets.

Physics & Mechanics2DModerate60 FPS⇄ 3D version
2d-3d-acoustic-chamber ↗ Open standalone

Fire a sound pulse in a top-down 2D room, watch each ray reflect specularly off the walls and lose energy per bounce according to wall material, and read the live Sabine RT60 = 0.161·V/A reverberation time as you resize the room or swap carpet, tile and acoustic-foam presets.

⚙ Under the hood

Fire a sound pulse in a top-down 2D room, watch each ray reflect off the walls (angle-in = angle-out) and lose energy per bounce by wall material, and read the live Sabine RT60 = 0.161·V/A reverberation time as you swap carpet, tile and acoustic-foam presets.

acousticsreverberationrt60sabine equationray tracingsound reflection

2D · HTML5 Canvas 2D · 60 FPS target · runs fully client-side, no install

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