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RedRum

Background

I am constantly coming up with new ideas for software and once this idea popped up in my mind I realized what murder it would be for my spare time (hence the name...)

Jokes aside, this is a dream project of mine where I want to investigate how my 3D game engine can be useful in my music producer role.​​​​​​​​​​​

Current state

The project has just recently gone from idea in my head to production, and the current focus is to create a firm starting point before moving on, including:

- Audio playback and JUCE integration

- Debug rendering for rays

- Basic editor UI like screen picking, icons and commands. 

- Serialization

 

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Features

3D Editor

One of the main features is to be able to build up a specific 3D room that the emulation should take place inside. This is useful for creating super realistic audio to visuals as well as in music production. 

In the editor the user can build the reflective space from primitives (boxes, spheres etc) or by importing FBX meshes.

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Audio emitters and the listener

Multiple emitters can be placed within the reflective space to emulate a specific live audio scenario. Four separate tracks of a string quartet can for instance be placed on the stage of a grand concert hall or every instrument in a punk band can be placed on the stage of a live music venue. 

At the other end of the pipe is the listener, which emulates a person standing in the room.

 

Room emulation with rays and materials

The room emulation algoritm is built up from many many rays being casted out from audio sources within the room. These rays will "change color" from bouncing on other objects or walls with various materials before eventually hitting the listeners ears. Changing the materials will change both the timbre of the room emulation as well as the decay of the room.

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