🌆 Here is something Michael Kozák and I are cooking up as another addition to our growing portfolio.
🛁It all started with measuring the acoustics of a shower room, and slowly grew into a collection of softwares that were suboptimal.
🛰️This one, however is more of a tried and tested concept that we will be sharing with musicians, not acousticians. The first of what we hope to be many GPU accelerated plugins.
🌌More on this and the others soon ...
Audio:- TRINIX - Quedate Luna (feat. Natalia Doco)
https://lnkd.in/eZCTdkzj#audiosoftware#vstplugin#spatialaudio#musicproduction#roomacoustics#juce
𝗔𝗰𝗰𝘂𝗿𝗮𝗰𝘆 𝗶𝘀 𝗮 𝗚𝗼𝗮𝗹, 𝗯𝘂𝘁 𝗦𝘁𝗮𝗯𝗶𝗹𝗶𝘁𝘆 𝗶𝘀 𝗮 𝗥𝗲𝗾𝘂𝗶𝗿𝗲𝗺𝗲𝗻𝘁: 𝗔𝗰𝗼𝘂𝘀𝘁𝗶𝗰 𝗥𝗢𝗠 𝗕𝗿𝗲𝗮𝗸𝘁𝗵𝗿𝗼𝘂𝗴𝗵 𝗶𝗻 𝟮𝗗 & 𝟯𝗗
In Model Order Reduction (MOR), the "Holy Grail" is finding a reduced basis that isn't just accurate, but robust. Ongoing work in 3D Acoustic Room Modeling (using P-ɸ formulation) recently alleviated a classic "Instability Minefield" with a shift from corrective measures to structural mathematics.
𝙏𝙝𝙚 𝙋𝙧𝙤𝙗𝙡𝙚𝙢: 𝙏𝙝𝙚 𝙄𝙣𝙨𝙩𝙖𝙗𝙞𝙡𝙞𝙩𝙮 𝙤𝙛 𝙄𝙢𝙥𝙚𝙙𝙖𝙣𝙘𝙚 𝘽𝙤𝙪𝙣𝙙𝙖𝙧𝙞𝙚𝙨
When impedance is introduced at a boundary, the system becomes dissipative. Physically, energy leaves the room. Mathematically, the eigenvalues shift to the stable left-half plane. However, a standard Galerkin/Symplectic projection often fails here. Truncating the basis can inadvertently create "spurious energy loops." These modes act as numerical pumps, pushing eigenvalues back into the unstable right-half plane, leading to catastrophic numerical explosions.
𝙏𝙝𝙚 𝙀𝙫𝙤𝙡𝙪𝙩𝙞𝙤𝙣: 𝙁𝙧𝙤𝙢 𝙀𝙣𝙧𝙞𝙘𝙝𝙢𝙚𝙣𝙩 𝙩𝙤 𝙎𝙩𝙧𝙪𝙘𝙩𝙪𝙧𝙖𝙡 𝙈𝙚𝙩𝙧𝙞𝙘𝙨
In my previous work (published in IJNME), the issue with damping is addressed by "Enriching" the reduced basis, ɸ by feeding boundary pressure data into the snapshot matrix. While successful, this adds significant "Offline Overhead" by requiring extra equations to be solved for the enrichment phase.
𝙏𝙝𝙚 𝙐𝙥𝙜𝙧𝙖𝙙𝙚 𝙞𝙣 𝙎𝙪𝙘𝙘𝙚𝙨𝙨: 𝙈𝙖𝙨𝙨-𝙒𝙚𝙞𝙜𝙝𝙩𝙚𝙙 𝙎𝙑𝘿
The effort is now transitioned to a "Structural" solution: The Mass-Weighted SVD. Instead of fixing the symptoms with extra data, the focus shifted to re-metricize the Hilbert space. By using the mass-weighted inner product during the SVD, the system projected onto a manifold that respects the Acoustic Hamiltonian (the Energy Norm).
𝙏𝙝𝙚 𝙈𝙖𝙩𝙝𝙚𝙢𝙖𝙩𝙞𝙘𝙖𝙡 𝙑𝙚𝙧𝙙𝙞𝙘𝙩
By ensuring the basis is M-orthonormal, the projection becomes a 𝗖𝗼𝗻𝗴𝗿𝘂𝗲𝗻𝗰𝗲 𝗧𝗿𝗮𝗻𝘀𝗳𝗼𝗿𝗺𝗮𝘁𝗶𝗼𝗻. Following 𝘚𝘺𝘭𝘷𝘦𝘴𝘵𝘦𝘳’𝘴 𝘓𝘢𝘸 𝘰𝘧 𝘐𝘯𝘦𝘳𝘵𝘪𝘢, this transformation preserves the sign of the eigenvalues (the dissipativity : negative definite) of the operators.
𝘛𝘩𝘦 𝘌𝘷𝘪𝘥𝘦𝘯𝘤𝘦 (𝘚𝘦𝘦 𝘉𝘦𝘯𝘤𝘩𝘮𝘢𝘳𝘬 𝘗𝘭𝘰𝘵 𝘣𝘦𝘭𝘰𝘸):
1. 𝗣-𝗣𝗵𝗶 𝗠𝗮𝘀𝘀-𝗪𝗲𝗶𝗴𝗵𝘁𝗲𝗱: Achieved stability across the entire sweep (r=10 to 1500) with a precision floor of 10^-13.
2. 𝗣-𝗩 𝗙𝗼𝗿𝗺𝘂𝗹𝗮𝘁𝗶𝗼𝗻: Severely suffered from so many unstable ROMs yet at the cost of double the state variables.
3. 𝗧𝗵𝗲 𝗦𝘁𝗮𝗯𝗶𝗹𝗶𝘁𝘆 𝗚𝗮𝗽: In unweighted projections, errors observed spiking to 10^14 at specific ranks, a risk that Mass-Weighting completely eliminates.
𝗖𝗼𝗻𝗰𝗹𝘂𝘀𝗶𝗼𝗻: 𝗧𝗵𝗲 𝗥𝗶𝗴𝗼𝗿𝗼𝘂𝘀 𝗦𝘂𝗿𝗿𝗼𝗴𝗮𝘁𝗲
A model that is stable by construction is the only way forward to build a trustworthy Parametric ROM.
#ModelOrderReduction#Acoustics#DigitalTwin#AppliedMathematics#ScientificComputing#StabilityAnalysis#IJNME#LoneWolf
💽 Music to Visuals 🌈
🐈⬛ For all the summer parties where people may have a spare projector ready: AURA, an audioreactive desktop visualiser for Windows. 🎶
⬇️ Download: https://lnkd.in/dFpiEFBG
🔗 Source: https://lnkd.in/dE5GtdJ4
It listens to whatever's playing on your system audio, Spotify, YouTube, a DAW session, doesn't matter, through WASAPI loopback and renders it through 9,795 Milkdrop presets organised into a category-sidebar browser.
⚙️ Built on top of the excellent projectM engine + frontend-sdl2 (LGPL). My contribution is a custom overlay: FFT spectrogram pipeline, lock-free SPSC PCM ring buffer, ImGui floating-chip UI, category browser with global search.
#AudioVisualisation#DSP#FFT#SignalProcessing#ProjectM#Milkdrop#CPlusPlus#ImGui#OpenGL#WindowsDev#OpenSource#IndieDev#Acoustics
🌆 Wayverb v2.0 - Room Acoustics Simulator for Windows
Dockyard Acoustics is proud to release Wayverb v2.0 as an open access project for the acoustics community.
This release was made possible through the invaluable feedback of Michael Kozak and Jean-Edouard Miclot, and the unwavering support of Hanoz Darukhanawalla.
Wayverb is and always will be open source.
🔮 What changed in v2.0; full physics engine rewrite:
☑ IWB 19-point FDTD stencil; isotropic wave propagation up to 90% Nyquist
☑ Removed the 5% absorption floor; glass, marble, concrete modeled accurately
☑ Frequency-dependent scattering on every reflection
☑ First-order UTD edge diffraction (Kouyoumjian-Pathak)
☑ Cubic Hermite spectral synthesis with Rayleigh amplitude statistics
☑ Cross-correlation waveguide/raytracer alignment
☑ Analytical Schroeder tail replacing artificial FDN reverb
💜 Based on Wayverb by Reuben Thomas (originally macOS-only). This fork ports it to Windows 11 and rewrites the simulation core from the ground up.
🟪 Try it now; pre-built .exe included, no build required:
🔗 https://lnkd.in/ePnvTega#RoomAcoustics#OpenSource#AcousticSimulation#SpatialAudio#GPU
Always an exciting time in Vyšší Brod, Czechia. While Attuner is being built in collaboration with Michael Kozák, we decided to head out for an excursion and met with Petr Kuthan. It was an exciting time where we discussed Plugins and the future of Analog and Digital Audio and demoed the Android App version of Attuner.
We were also given access to Kino Vyšší Brod, by sound engineer and local legend Jan Friedl where we were allowed a private screening of Roger Waters' This Is Not A Drill: Live From Prague.
Our lengthy discussions taught us a lot about the possibilities that technology can bring to the community. We return back to our work, hungry for more.
#MicrotonalMusic#AudioTechnology#MusicTech#DSP#PluginDevelopment
Wayverb – Post 2 of 2
Room Acoustics software. Ported to Windows. It's Live. 🟣🔧
📥 Download (Windows, 16 MB):
https://lnkd.in/ePnvTega
📂 Source code:
https://lnkd.in/ePnvTega
The original macOS-only C++ codebase and rebuilt it on Windows 11.
It compiles. It runs. It simulates. 🟣
8 patches to the engine. A new results window. A full dark-theme GUI. Pre-built binary release: download, extract, double-click.
No MSYS2. No terminal. No build steps.
What you get:
→ Load any OBJ room geometry
→ Hybrid simulation: FDTD waveguide + ray tracing + image sources
→ Full results: impulse response, spectrogram, energy decay, frequency response
→ Acoustic metrics: RT60, EDT, C80, C50, D50
→ Auralization: convolve your own audio with the computed IR
→ FDTD and ray animation replay
What it took:
→ Fixed OpenCL kernel bugs for NVIDIA GPUs
→ Fixed a silent numerical crash in the stochastic raytracer
→ Fixed shader and OpenGL issues that produced black viewports
→ Capped GPU memory usage for consumer cards (6 GB VRAM)
→ Built the entire analysis and playback layer from scratch
Original project by Reuben Thomas. This port is open source. 💜✨
#Wayverb#ComputationalAcoustics#RoomAcoustics#AudioEngineering#OpenSource#SpatialAudio#GPUComputing#Binaural#EngineeringInnovation#Windows#FDTD#RayTracing
🚗💨 Wind noise is one of the dominant comfort challenges in electric vehicles.
This prototype visualizes near-wall flow unsteadiness around a vehicle using a GPU-accelerated solver which highlights regions of elevated aerodynamic activity often correlated with broadband noise generation (qualitative proxy).
The long-term vision: rapid aeroacoustic diagnostics during early-stage vehicle design, before physical prototyping.
#Aeroacoustics#EV#AutomotiveTech#CFD#DeepTech#Simulation#Startup#EngineeringInnovation#DockyardAcoustics
Wayverb – Post 1 of 2
Whatever Happened to Wayverb? 🟣🎛️
If you’ve worked in computational acoustics or physically based audio simulation, you may remember Wayverb, built by Reuben Thomas. For a short but important period, it was one of the most ambitious open efforts in hybrid room acoustics simulation. Then it quietly faded.
Wayverb was not another reverb plugin. It aimed to compute acoustics rather than design them. By combining ray tracing and image source modeling with wave-based techniques, it attempted to simulate sound propagation from first principles. The architecture was hybrid, balancing physical realism with computational practicality.
Its objective was straightforward but bold: generate room impulse responses directly from 3D geometry, informed by material absorption and diffusion, and render them spatially using HRTFs. Instead of tuning parameters until something sounded convincing, compute the acoustic field and let physics define the result. The engine was built in C++ with OpenCL acceleration. It ingested geometry, ran hybrid solvers, and produced impulse responses for convolution rendering. Low frequencies were approximated with more computationally intensive methods, while higher frequencies were treated geometrically. It was research-grade by design.
And that exposed real limitations.
The hybrid crossover between wave and geometric domains was difficult to make perfectly consistent. Diffraction modeling was limited compared to full-wave solvers. Low-frequency accuracy came at high computational cost. Large scenes scaled poorly. OpenCL, while portable in theory, often meant driver instability and hardware inconsistencies in practice.
Beyond solver physics, workflow was a barrier. There was no seamless DAW integration, no real-time interaction loop, and no UX layer built for creators. It required technical fluency and patience.
Wayverb did not fail because the idea was wrong. It struggled because sustaining a GPU-heavy scientific codebase is demanding. Toolchains evolved. Dependencies drifted. Hardware targets shifted.
Meanwhile, the industry leaned toward convolution libraries, ML-driven reverbs, and real-time game engine acoustics. Physically rigorous simulation became niche.
But the landscape has changed.
Modern GPUs are dramatically stronger. Real-time ray tracing is mainstream. Compute APIs are more mature. The hardware constraints that once limited physically based acoustics are no longer what they were.
So the real question is this:
Was the limitation the concept or the timing? 🟣
Perhaps geometry-driven acoustics deserves a second generation: open, modernized, GPU-native, and built for today’s workflows.
This is not nostalgia.
It is a reconstruction.
I am resurrecting it for everyone to access.
Wait for Wayverb – Post 2 of 2. 🟣✨
#Wayverb#ComputationalAcoustics#RoomAcoustics#AudioEngineering#OpenSource#SpatialAudio#GPUComputing#Binaural#EngineeringInnovation
🔬 Looking for an arXiv endorser for physics.comp-ph (Computational Physics)
I could use my network's help today 🙂
I've written my first academic paper, a short technical note on a numerical method for room acoustics; and I'm trying to get it up on arXiv. Turns out first-time submitters need an endorsement from someone already registered in the physics.comp-ph category.
If anyone in my network has published on arXiv in physics or computational methods and would be willing to endorse me, it's a 30-second click:
👉 https://lnkd.in/ecjKssvq
First paper feels like a big deal. Would mean a lot to get it out there. Happy to share the paper with anyone interested. Thank you to anyone who can help. 😊
#arXiv#acoustics#computationalphysics#numericalmethods#openscience