Synthetic IR Studio

Design the response.

A generative stereo impulse-response laboratory. Choose a coherent starting architecture — Hall, Chamber, Tiled / Hard Room, Club / Music Room, Large Hard Room, Industrial / Warehouse, Stairwell, Tunnel, Plate, Spring, Studio / Live Room, Digital Ambience, NonLin and more — then reshape every stage. Save and reload complete design recipes as JSON, preserving the seed, module states, locks and parameters.

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PRESET LIBRARY Factory + User presets

Factory and Public presets are read-only. User presets are private to this browser and store the complete design recipe, including module states, parameters, locks, Node Envelope points and Output EQ settings.

Energy Balance

Relative stage level before final normalisation
Discrete arrivals / early reflection field
Bloom/build region when enabled
Modal / diffuse / dispersive tail

These are linked to ER Gain, Bloom Gain and Tail Gain below. The meters show measured RMS energy in each rendered time region; they are not output peak meters.

Render & Analyse

12.0 s
Normally OFF for reverb IRs
4ch order: LL · LR · RL · RR
GENERATING…
LR View — Cursor —
StatusNOT RENDERED
Seed847291
Pristine—
Character—
Peak—
Post-ER RMS—

IR Analysis

Measured from the rendered pristine IR
Peak L / R—
RMS L / R—
L/R Correlation—
Mono Fold Δ—
EDT—
T20—
T30—
Safe Trim (−60 dB)—
Render Time—

Correlation is −1 to +1. Mono Fold Δ compares mono-fold RMS with stereo RMS. EDT/T20/T30 and Safe Trim are measured from the backward-integrated energy decay of the rendered IR.

Geometry & Soundstage

Drag SOURCE and LISTENER / MIC through the synthetic space
SOURCELISTENER / MICDrag either dot · no pre-delay is added
GEOMETRY + POSITION → REFLECTION PATHS / CLUSTERS / STEREO PERSPECTIVE
Source ↔ Listener—
Lateral Offset—
Nearest Wall—
Perspective—

Shown only for architectures that actually use room geometry. Algorithmic Chamber retains the existing event/modal hybrid. Acoustic Chamber instead derives multi-order image-source paths from dimensions and source/mic position, then lets those paths collapse into a dense high-order stochastic room field. Studio uses geometry as the coherent skeleton feeding its clustered live-room field. Hall keeps its continuous-field architecture, but room size and source/mic perspective now reshape field timing and stereo coupling without turning the hall into audible taps.

Field Architecture
ROOM EVENTS / HALL CLUSTERS / MODES / DISPERSION / DIFFUSE FIELD → ENERGY SHAPE → DECAY

Each starting architecture builds its field differently: geometry and clustered reflections for rooms, continuous and modal fields for halls and plates, dispersive returns for springs, and dedicated spatial structures for large rooms, industrial spaces, stairwells, tunnels and other environments. Material, density, damping, capture and stereo controls reshape those structures before bloom, decay and finishing stages are applied.

Gain Structure
EARLY / BLOOM / LATE ARE MIXED FIRST → FINAL PEAK NORMALISE

Early field, bloom and late field are balanced before the complete response is peak-normalised. Spectral evolution and low/mid/high decay behaviour remain time-varying throughout the render.

Audition & Export

No audio loaded
24-bit default
100%
Playback only
0

True Stereo: 4-channel WAV order is LL, LR, RL, RR. The four paths share one seeded acoustic design; cross paths are related rather than independently random. No generator pre-delay by design. Silence/timing inside the generated response belongs to the IR itself. Generator pre-delay is not baked into the IR; audition pre-delay affects playback only.

Architecture
GEOMETRY / SOUNDSTAGE → EARLY FIELD → MATERIALS → DENSITY → FIELD ARCHITECTURE / SPRING WAVEGUIDE / STAIRWELL SHAFT / TUNNEL GUIDE / CHURCH RESERVOIR / CAVE SCATTER FIELD → BLOOM → DECAY → SPECTRAL EVOLUTION → STEREO → DIFFUSION / MOTION → TIME / EVENT TRANSFORM → SPECTRAL / SPATIAL EVOLUTION → ENVELOPE → PRISTINE IR

PRISTINE IR → OPTIONAL DIGITAL CHARACTER → CHARACTER IR

The character render never replaces the pristine render. Both derive from the same design state and seed.