How to simulate sound reflection and how to calculate and interpolate reverberation probes?

That’s an interesting adjustment to approach, looks like you’re having fun.

Yeah, the ray cast approach is only really effective if you gather the material data from each hit and have enough secondary reflections and associated data to generate the discrete early reflection delays and have a reasonable estimate of the late reverberation settings. Otherwise I could imagine it being unusable. With a geometric approach accurate diffraction will be a problem. A fun part for me was tracking scattering properties and using that to adjust the reflected ray angle. That all takes a lot of rays though! Not so effective with sounds from other rooms but I combined that with the pathfinding system to have that work with low overhead. But the neat part about that approach is you have everything you need for most other parts of the system (e.g occlusion and obstruction). It’s not acoustically accurate like wave propagation simulation, but it’s a nice enough estimation and doesn’t require the complex maths. For commercial purposes all of these would need a lot of optimisation to run okay in real time, that’s why I was wondering if you weren’t better off with an existing solution.

Is this IR / path tracing approach aiming to be used for pre-computed paths or in real time?

:slight_smile: