Heritage Soundscape Lab: 3D Room Acoustics & Reverberation
A real image-source room-acoustics simulator: emit a pulse in a virtual heritage hall and watch first- and second-order wall reflections enter the room boundary exactly where a real echo would, with live Sabine reverberation time, an echogram of arrivals, and per-echo sound level.
The original "Heritage Soundscape Lab" page was a marketing/link-hub template with no working mechanic — no real acoustics were simulated. This 3D companion builds the genuine mechanic implied by the title instead: a real room-acoustics simulator using the image-source method, the same technique used in professional acoustic modeling software. Pick a room size (a small chamber, a concert hall, or a full cathedral nave) and a wall material (stone, plaster, wood or carpet — each with its own real sound-absorption coefficient), then emit a pulse. Watch the direct wavefront and its first- and second-order wall reflections expand from mirrored "image" source positions and appear only once they geometrically enter the real room boundary — exactly where a true echo would arrive. Move the listener to see how distance and position change arrival order, timing and loudness, and read the room's calculated Sabine reverberation time (RT60) live.
Reflections are computed with the classic acoustic image-source method: the sound source is mirrored across each of the six room walls (and combinations of two walls for corner reflections) to produce "image" sources. The straight-line distance from each image source to the listener gives the exact path length, and hence the exact arrival time (distance ÷ 343 m/s) and level, of the corresponding real reflected wave — with each wall bounce multiplying the amplitude by (1 − α), the material's absorption coefficient. Wireframe spheres are rendered growing from each image-source position and clipped with WebGL clipping planes to the room's six walls, so a reflection only becomes visible once it has geometrically "entered" the real room — visually identical to how the underlying physics works. Overall reverberation time (RT60, the time for sound to decay 60 dB) is computed independently from the classic Sabine equation, RT60 = 0.161 · V ⁄ (S · α), where V is room volume and S is total interior surface area.
3D · Three.js / WebGL renderer · 60 FPS target · runs fully client-side, no install