MOTION
A source that moves.
Move a source and its direct sound and early reflections are computed as it goes, each taken from where the source was when the sound left it, so its Doppler shift is exact. What it sent before keeps arriving through the room, so nothing is heard twice; when it stops, the room solves where it stopped.
MICROPHONES
Thirteen arrays.
MONO, XY, BLUMLEIN, MID-SIDE, ORTF, NOS and a SPACED PAIR; the DECCA TREE; 5.1, 7.1 and 7.1.4 IMMERSIVE; FIRST-ORDER AMBISONICS; and a BINAURAL head from the University of York's SADIE II database. Each capsule has its own pattern, from omni to figure-8, and the late field reaches each as its pattern hears it.
THE SHARED ROOM
One room for the whole mix.
Choose a group, A to H, and every Hangar in the session on it shares one room: one scene, every track's sources in it, one change heard on every track. Up to 32 instances on a machine, and the room solves once for the group.
ZERO LATENCY
Nothing to wait for.
The convolution starts on the first sample. Its long blocks are spread across the audio calls inside them rather than handed to threads, so the load stays smooth and an offline render plays the same numbers as playback. A new solve crossfades in, never a click.
THE GPU
The wave solver, on the card.
Where there is a graphics card the wave solver runs on it, through Direct3D 11, and gives the same answer as the CPU's, to within rounding. Without one, or if the card is lost mid-solve, the same room solves on the CPU. The solve comes in stages, so you hear the room at once and hear it sharpen.
OBJECTS
A plate and a spring.
A plate built from its own modes, its metal, size, thickness and damping yours to set, and up to three springs of dispersive chains you can KICK. Either stands alone, or in the room, its outputs playing as two of the room's sources.
THE MIX
Honest about what it changes.
The MIX page has what a mix needs and a room does not: the direct sound's level, pre-delay, the early and late balance, shelves, a high-pass, width and a transformer or tube color. It is marked NOT PHYSICAL, and the top bar's MIX light says IN USE the moment any of it leaves neutral, so nobody mistakes an adjusted room for a solved one.
MATERIALS
Seventy-five surfaces, sourced.
Seventy-five materials in twelve kinds, from rendered brick to an audience on wooden chairs, with their absorption by octave from ISO 354 measurements as compiled in Vorländer's Auralization; the few not in it come from other tables or are estimated, and are marked so. Take any of them, copy it and make it your own.
YOURS
No activation.
The purchase lives at the store; the plugin itself never asks who you are, has nothing to unlock and never phones home. Mono, stereo or quad in; mono to 7.1.4 or first-order Ambisonics out. VST3 on Windows now; the macOS VST3 and the Audio Unit are in development.