HoRNet HoRNet Spaces MK2

Spaces MK2 is a physics-based acoustic simulation and reverberation plugin that builds rooms from geometry rather than IR libraries.

Room Modeling

Define dimensions (Width/Length/Height in meters) to set the spatial scale. The simulation responds proportionally — larger rooms produce slower, more distributed reflections; smaller rooms sound tighter and more controlled.

Source & Microphone Positioning

Place up to two sources (Speaker L/R) and two microphones (Mic L/R) in 3D space using X/Y/Z coordinates. Alternatively, use Binaural mode with a virtual head listener for immersive headphone monitoring.

Per-Wall Material Control

Each surface (Front, Back, Left, Right, Ceiling, Floor) has independent Low/High control for Reflections and Diffusion. This enables physically accurate material modeling — for example, surfaces that absorb highs but reflect lows, without external EQ.

Ray-Tracing Engine

Reflections are calculated via acoustic ray tracing, computing delay times and attenuation based on actual path distances. The result is a coherent, consistent reverb that behaves like a real room.

Global Controls

Reflections: global multiplier for reflected energy.

Diffusion: global multiplier for scattered reflections.

Dry/Wet: balance between direct and spatialized signal.

Remove Ceiling: opens the space vertically for less “boxy” acoustics.

Room Presets

Save and recall complete room configurations including dimensions, wall materials, source/mic positions, and macro settings. Set a default preset for automatic load on session start.

Summary

• Ray-tracing reverb engine.

• 3D source and microphone positioning.

• Per-wall material control with Low/High splitting.

• Stereo and Binaural monitoring modes.

• Room preset system with default option.

• Macro controls for Reflections, Diffusion, Dry/Wet.

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