Creating the impression of a natural or artificial acoustic context
is an area of active research in computer music. We just barely
scratched the surface of the range of applications, approaches and
uses of reverberation and room simulation.
There are many many many links about reverberation and room simulation.
These are just a few of them:
Applications and Examples
We didn't really do a whole lot in the way of building room-simulation
applications. Instead we used plugins for Digital Performer to show
the concepts involved. However, I did show an older max/msp patch
that attempted to simulate the 'ray-tracing' approach to acoustic
modelling. The patch was designed to simulate the sound of
acoustic reflections from a stand of trees in the distance.
Here is the max/msp patch for this:
There is an explanation of this patch, as well as some additional
programs and useful links about acoustic modelling on an older
class web page:
And if you're a real glutton-for-punishment, here's a link to a class web
page investigating the creation of "fractal delays":
Finally, I briefly described a "finite element simulation" approach (this is
also discussed in a few of the links above). For a bit more of an overview,
see this older class web page:
Not a whole lot to say about this topic. And a whole lot to say. This is
a really fun area to explore, so you should!
One thing, check out the RTcmix ([rtcmix~]) instruments listed
in the middle of the
web page. Good stuff.