CH·22 Procedural & synthesis
verified 2026-08-01

DSP-DEMO — Procedural Room Acoustics & Source Occlusion Engine active

yusufuca vunknown added 2026-08-01 verified 2026-08-01

[Use when]

You want reverb and occlusion parameters derived automatically from runtime room geometry and materials in Unity/FMOD, instead of hand-placing reverb zones or authoring per-room presets.

Engines
U Unity FM FMOD
License

Unlicensed

Pricing

Free

Last verified

2026-08-01

Added

2026-08-01

about

A Unity + FMOD Studio runtime system that calculates reverb and source occlusion directly from a room's detected geometry and surface materials, frame by frame. There are no manually authored reverb presets — a flood-fill algorithm scans outward from the player to determine room bounds, volume, and portal connections, caches the result per grid cell, and derives FMOD snapshot parameters (reverb time, early/late delay, diffusion, density, HF decay, high-cut, low gain) from volume, material hardness, ceiling height, and wall proximity.

Per-source occlusion uses raycasting toward the listener to shift frequency, volume, and pan toward occluded target values, with early/late reflection timing derived from speed of sound. A validation suite tests the model against controlled scenes that isolate single variables (size, material, ceiling height) and a seeded procedural house generator confirms generalization beyond hand-built rooms.

Debug tooling includes a live HUD showing reverb parameters and room stats, plus in-editor RoomVisualizer gizmos for detected cells and portals. Portal-based aux routing between adjacent rooms and outdoor/open-space handling are currently disabled and being reworked; core room detection, reverb model, and occlusion are stable. Built on Unity 2022.3, C#, and FMOD Studio.