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Brainlag

Virtual Studio

Place the mics, move the player, treat the room. Hear every choice.

How the room is modelled
  • Level falls with distance: twice as far is 6 dB quieter for the direct sound.
  • Each mic hears the source, then six copies bounced off the walls, floor and ceiling, each later and quieter, and each heard at its own angle by the mic's pattern.
  • The reverb tail's length comes from the room's volume and how much its surfaces absorb (Sabine's formula). Treatment absorbs more, mostly in the mids and highs.
  • Two mics on one source hear it at different times. Summed, some frequencies cancel: the comb filter in the Phase view.
Sound and credits
  • The guitar is synthesised in your browser with a plucked-string model (Karplus-Strong). No recording is used.
  • The room is modelled: distance, the six first reflections (four walls, floor and ceiling), a reverb tail whose time comes from the room's size and its surfaces, and each microphone's pattern, colour and proximity effect.
  • Mic types are generic models, not any maker's microphone. A real microphone's sound is on its own spec sheet.