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 only recently gone from idea in my head to production, and the current focus is to create a firm starting point before diving into the real fun audio stuff.
The application state right now:
* 3D editor with movable objects and camera.
* 3D audio: emitters and listener with panning and distance attenuation.
* Audio zone baking power with GPU (compute shader)
* Ray visualization.
* Ability to switch between multiple cameras in the scene.
* GUI based on ImGui.
* Screen picking and ability to move objects around with the mouse.
* Built-in file browser and ability to drag&drop meshes and audio sources into the scene.
* Ability to play audio sources in stereo (using JUCE).
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 (walls, boxes, spheres etc) or by importing FBX meshes.
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
My idea of the room emulation algoritm is to build it from many many rays being casted out from an audio source in 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.

Testing out debug rendering for audio rays
This is an experiment
I'm working on this project with no specific end goal regarding result or timing. My hope is to have the journey be the destination, and the only demand I have for myself is to work with curiosity and desire. This will be a big learning experience in many ways.
I don't know how to best utilize my skills from game development yet. The project may end up being a real fancy generator of impulse responses rather than be a direct tool for mixing. Future will tell.
