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Tools
Acoustic Engine

The Acoustic Settings tab governs how Audiocube simulates sound propagation in your scene - everything from basic distance roll-off to complex wall reflections.
Note - Activate [HD Spatializer] to enable the full acoustic settings. Without HD enabled, it uses the regular audio engine which only supports simple spatialization with no acoustics.
Soundwalls are an important part of creating acoustic environments.
Opening the Window
Click the wave icon on the right edge of the screen to display the Acoustic Settings panel.
Press F3 to toggle the interface.
Controls & What They Do
Control | Purpose | Typical Use |
---|---|---|
Visualize | Renders animated wavefronts inside the scene so you can see the propagation model in real time. | Diagnose dead-spots, check wall placement. |
Binauralize | Activates the HRTF binaural engine for headphone-ready, psycho-acoustic realism. | For improving spatial perception on headphones. |
Distance Attenuation | Applies volume fall-off and gentle high-frequency loss with distance. Disable for flat, 2D monitoring. | Leave on for realism; turn off while sound-designing in close-up views, or if you don't want distance. |
Air Absorption | Adds extra high-frequency damping over long distances, mimicking real-world air loss. | Emphasise outdoor realism or large venues. |
Occlusion | Soundwalls block sources that are out of line-of-sight. | Simulate doors, pillars, walls, rooms, or scenery that hide sounds. |
Reflections | Enables early reflections from reflective Soundwalls, producing discrete echoes. | Create spacious rooms or rhythmic slap-backs. |
Reflections / Dry (sliders) | Blend reflected signal vs. dry signal. 0 % = silent reflections, 100 % = reflections at full volume. | Dial in the right sense of “liveliness.” |

A visualizer showing the blocking (occlusion) effect of a Soundwall, against a Sampler sound source.
Workflow Tips
Start simple – Enable Distance Attenuation first; add Air Absorption for extra depth.
Visualize often – The Visualize toggle is invaluable for verifying wall geometry and reflection paths.
Binaural last – Activate Binauralize when you move to headphones or final export—it is CPU-heavier than stereo panning.
Balance reflections – Use the Reflections / Dry sliders to avoid clutter; too many early reflections can smear transients.
Fine-tune these parameters to match your creative intent - whether you’re sculpting an intimate club stage or a vast, reverberant canyon.