Ray Tracing Room Acoustics Simulator — User Guide
Physically accurate ray tracing + diffuse tail: simulates room acoustics using geometric ray tracing for early reflections and a diffuse tail for realistic reverb.
What this does
This script implements Ray Tracing Room Acoustics Simulation — a physically-inspired approach to simulating room reverberation using geometric acoustics. The method traces sound rays from a source, calculates reflections off walls, and captures early reflections near the listener. A diffuse reverb tail is added for realistic decay. The result is a convolution-ready impulse response that can be applied to any sound.
Key Features:
- True Ray Tracing — Geometric simulation of early reflections
- 9 Built-in Room Presets — From small rooms to cathedrals
- Visual Room Preview — Top-down view with source/listener positions
- Physical Parameters — Room dimensions, absorption, speed of sound
- RT60 Calculation — Sabine formula for reverberation time
- Diffuse Tail — Exponential decay with Gaussian noise
- Convolution Output — Ready-to-use impulse response
Technical Implementation: (1) Room Setup: Define room dimensions, source/listener positions, absorption coefficients. (2) Ray Generation: Emit rays uniformly in all directions (azimuth). (3) Ray Tracing: For each ray: calculate intersection with walls, update direction via reflection, track path length and energy loss. (4) Listener Capture: When ray passes within listener radius, add contribution to impulse response at delay = path length / speed of sound. (5) Diffuse Tail: Add exponentially decaying Gaussian noise to simulate late reverberation. (6) Convolution: Convolve input sound with generated impulse response. Output: "originalname_raytraced".
Quick start
- In Praat, select exactly one Sound object.
- Run script… →
ray_tracing_room_acoustics.praat. - Choose Preset (e.g., "Large Concert Hall", "Recording Studio").
- Adjust room dimensions if using Custom preset.
- Set ray tracing parameters: number_of_rays, max_reflections, listener_radius.
- Set acoustic parameters: wall_absorption, speed_of_sound.
- Set reverb parameters: reverb_tail, diffuse_level, early_reflection_level.
- Adjust source and listener positions if needed.
- Click OK — simulation runs, visual preview shown, output named "originalname_raytraced".
Ray Tracing Theory
Geometric Acoustics Basics
Sound as Rays
Ray assumption: At high frequencies (>~500 Hz), sound propagates like light — straight lines, specular reflections. This is the geometric acoustics approximation.
Why Ray Tracing for Early Reflections?
Advantages of ray tracing for early reflections:
- Physical accuracy: Captures precise timing and direction of early reflections
- Geometric intuition: Easy to visualize and understand
- Parameter control: Room dimensions, materials directly adjustable
- Computational efficiency: Faster than wave-based methods (FDTD, FEM) for early reflections
Limitations:
- High-frequency approximation: Valid above ~500 Hz, diffraction ignored
- Specular only: Diffuse scattering not modeled in tracing
- 2D simplification: Ceiling/floor reflections omitted
- Late reverb statistical: Diffuse tail added separately
Listener Capture Mechanism
Capture Radius Method
Instead of checking exact intersection: In real rooms, listener is not a point but has spatial extent. Capture radius simulates this.
Why Capture Radius?
Physical rationale:
- Head size: Human head ~0.2m diameter, captures sound from directions
- Room micing: Microphones have directivity patterns
- Numerical stability: Avoids missing reflections due to exact positioning
- Natural sound: Real rooms have spatial blurring of reflection arrivals
📐 Visual Example
Small radius (0.5m):
Only very close reflections captured → sparse early reflection pattern, drier sound
Large radius (2.0m):
Many reflections captured → dense early reflections, richer but potentially clustered
Typical: 1.0–1.5m for natural balance
RT60 Calculation
Sabine Formula
Reverberation time estimation:
Diffuse Tail Generation
Statistical late reverb: After ~80 ms, reflections become dense and statistically random.
Complete Processing Pipeline
Room Presets
Built-in Room Types
🏠 Small Living Room
Dimensions: 5×3×4m (W×H×D)
Characteristics: Intimate, short reverb (RT60 ~0.6s), moderate reflections
Use: Dialogue, intimate music, home theater simulation
🎻 Large Concert Hall
Dimensions: 40×15×20m
Characteristics: Long reverb (RT60 ~3.0s), many reflections, diffuse
Use: Classical music, orchestral, large ensemble
🚽 Bathroom (Bright)
Dimensions: 2.5×2.2×2.0m
Characteristics: Very reflective (α=0.05), bright reverb, flutter echoes
Use: Vocal effects, percussive sounds, special effects
🎙️ Recording Studio (Dead)
Dimensions: 6×4×5m
Characteristics: High absorption (α=0.70), very short reverb (RT60 ~0.3s)
Use: Dry recordings, voice-over, close-mic simulation
⛪ Cathedral (Very Long)
Dimensions: 60×25×40m
Characteristics: Extremely long reverb (RT60 ~5.0s), massive space
Use: Religious music, atmospheric pads, epic sound design
Preset Parameters Table
| Preset | Dimensions (W×H×D) | Rays | Max Reflections | Absorption (α) | RT60 (s) | Listener Radius |
|---|---|---|---|---|---|---|
| Small Living Room | 5×3×4m | 80 | 10 | 0.40 | 0.6 | 1.0m |
| Large Concert Hall | 40×15×20m | 150 | 25 | 0.15 | 3.0 | 2.5m |
| Bathroom (Bright) | 2.5×2.2×2.0m | 100 | 20 | 0.05 | 1.0 | 0.8m |
| Recording Studio (Dead) | 6×4×5m | 50 | 5 | 0.70 | 0.3 | 1.0m |
| Cathedral (Very Long) | 60×25×40m | 200 | 30 | 0.08 | 5.0 | 3.0m |
| Small Club | 12×4×10m | 100 | 12 | 0.25 | 1.0 | 1.5m |
| Outdoor (Minimal) | 100×50×100m | 30 | 3 | 0.95 | 0.2 | 2.0m |
| Bright Chamber | 8×6×7m | 120 | 15 | 0.12 | 1.5 | 1.2m |
Parameters & Settings
Room Geometry
| Parameter | Type | Default | Description |
|---|---|---|---|
| room_width | positive | 8 | Room width (meters) |
| room_height | positive | 6 | Room height (meters) |
| room_depth | positive | 5 | Room depth (meters) |
| source_x | positive | 2 | Source X position (meters from left wall) |
| source_y | positive | 3 | Source Y position (meters from bottom wall) |
| listener_x | positive | 6 | Listener X position |
| listener_y | positive | 3 | Listener Y position |
Ray Tracing Parameters
| Parameter | Type | Default | Description |
|---|---|---|---|
| number_of_rays | positive | 100 | Number of rays emitted (more = accurate but slower) |
| max_reflections | positive | 15 | Maximum reflections per ray (higher = longer tail) |
| listener_radius | positive | 1.5 | Capture radius around listener (meters) |
Acoustic Parameters
| Parameter | Type | Default | Description |
|---|---|---|---|
| wall_absorption | positive | 0.15 | Wall absorption coefficient (0=perfect reflector, 1=perfect absorber) |
| speed_of_sound | positive | 343 | Speed of sound in m/s (343 at 20°C) |
Reverb Parameters
| Parameter | Type | Default | Description |
|---|---|---|---|
| reverb_tail | positive | 1.5 | Additional seconds after RT60 for impulse response |
| diffuse_level | positive | 0.15 | Amplitude of diffuse tail (0–1) |
| early_reflection_level | positive0.6 | Loudness of traced reflections (0–1) |
Applications
Room Simulation for Production
Use case: Add realistic room acoustics to dry recordings
Technique: Match preset to intended space (studio, hall, etc.)
Example: Dry vocal → "Small Club" preset for live feel
Acoustic Design Testing
Use case: Test acoustic treatment options virtually
Technique: Adjust wall_absorption to simulate different materials
Workflow:
- Start with room dimensions
- Test absorption from 0.05 (marble) to 0.7 (acoustic foam)
- Compare RT60 and reflection density
- Optimize for speech intelligibility vs. musical richness
Sound Design for Film/Games
Use case: Create realistic environmental sounds
Technique: Use extreme presets for effect
Examples:
- "Bathroom" for creepy, bright echoes
- "Cathedral" for epic, spacious effects
- "Outdoor" for minimal reverb (distant sounds)
Educational Tool
Use case: Teach acoustics and reverberation principles
Technique: Visualize rays, adjust parameters, hear results
Learning outcomes:
- Understand relationship between room size and reverb length
- Hear effect of absorption materials
- See early reflection patterns
- Learn RT60 concept and calculation
Virtual Room Micing
Use case: Simulate different microphone placements
Technique: Adjust source-listener distance and positions
Examples:
- Close-mic: source and listener near each other (more direct sound)
- Room mic: listener far from source (more reverb)
- Boundary mic: listener near wall (strong early reflections)
Practical Workflow Examples
🎙️ Vocal Room Addition
Goal: Add natural room sound to dry vocal recording
Settings:
- Preset: Bright Chamber
- number_of_rays: 120
- wall_absorption: 0.12
- early_reflection_level: 0.7
- diffuse_level: 0.18
Result: Natural reverb with clear early reflections, not overwhelming
🎹 Piano Hall Simulation
Goal: Create concert hall reverb for dry piano recording
Settings:
- Preset: Large Concert Hall
- number_of_rays: 150
- max_reflections: 25
- reverb_tail: 3.0
- listener_radius: 2.5m
Result: Rich, long reverb with dense early reflections
🔬 Acoustic Research
Goal: Study effect of room proportions on reverb
Method:
- Fix volume (e.g., 1000m³)
- Vary width:height:depth ratios
- Keep same absorption
- Compare RT60 and reflection patterns
Insight: Cube-shaped rooms vs. long halls produce different reverb characteristics
Advanced Techniques
- 50 rays: Fast, sparse reflections (good for quick previews)
- 100–150 rays: Balance of accuracy and speed (recommended)
- 200+ rays: Very smooth, accurate but slow (final renders)
- Note: Each ray traces up to max_reflections bounces
More rays better capture directional distribution of reflections
- Source near wall: Strong early reflections from that wall
- Listener in room center: Most symmetric reflection pattern
- Source and listener close: Strong direct sound, less reverb
- Listener near corner: Reflections from multiple walls simultaneously
Visual preview helps understand reflection patterns
Troubleshooting Common Issues
Causes: wall_absorption too high, listener_radius too small, early_reflection_level too low
Solutions: Decrease absorption, increase radius/level, choose more reflective preset
Causes: wall_absorption too low, RT60 too long, diffuse_level too high
Solutions: Increase absorption, choose drier preset, decrease diffuse_level
Causes: Too many rays, too many reflections, large room
Solutions: Reduce number_of_rays, reduce max_reflections, use faster computer
Causes: early_reflection_level or diffuse_level too high, insufficient normalization
Solutions: Reduce levels, ensure scale peak applied after convolution
Causes: listener_radius too large, capturing too many similar-path reflections
Solutions: Reduce radius, increase number_of_rays for smoother distribution
Technical Deep Dive
Ray-Wall Intersection Mathematics
Exact Intersection Calculation
For axis-aligned walls:
Energy Decay Modeling
Exponential decay with distance and absorption:
Diffuse Tail Physics
Statistical Room Acoustics
Late reverb as Gaussian process: