After 4 years of research & experimentation, the end result is the Impulse Engine, a scalable, multi-algorithm acoustic simulation system that's capable of any sort of reverb-related job with minimal work; We use it in real-time in our plugins like Eigen & Transfer, and now we are offering a piece of standalone software called… Impulse!
Impulse uses very large (or small) amounts of rays that get cast + processed in different ways to simulate sound propagation. It uses multiple types of ray-casting algorithms to do this, including ray tracing, ray inference, and beam tracing.
Ultimately, it uses these algorithms to generate acoustic impulse responses that you can use anywhere you want!
What is Impulse?Impulse is:An Impulse Response Renderer:Every other reverb system just uses simple networks of delays to simulate reverberation in different spaces, some also use impulse responses (IRs) recorded in the real-world to simulate this. Impulse generates IRs out of digital spaces for you to use in convolution reverbs using technologies like ray tracing & acoustic waveguides.
Any space you can imagine, you can now hear.
Standalone Software:We realized very quickly that Impulse would be too much to work with in the constraints of what different plugin formats could offer. You can use it's computed impulse responses anywhere, though, and our plugin Eigen already has an Impulse-powered rendering system built-in.
Impulse is not:Hard to use:We knew that Impulse would have to function a lot differently than most audio software (and is used more like a 3D editor than anything), which is why we spent a lot of time perfecting the UI and UX so you can jump in easier. Learn more
Inaccurate:Impulse's ray tracing propagation system is mathematically equal to the propagation of sound in the real world. Later on, we plan on adding additional simulation algorithms for the edge cases where the
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