Home▸Sound & Music▸Heritage Soundscape Lab: 3D Room Acoustics & Reverberation

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.

Sound & Music3DModerate60 FPS📱 Mobile-adapted⇄ Original page
3d-social-advanced-heritage-soundscape-lab ↗ Open standalone

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.

⚙ Under the hood

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.

acousticsroom acousticsreverberationimage source methodSabine equationheritageThree.js3D

3D · Three.js / WebGL renderer · 60 FPS target · runs fully client-side, no install

What did you find?

Add reproduction steps (optional)