)))ROOM ECHOInteractive acoustics lab

Sound has to go somewhere.

What does your room do to your voice?

Build a room, change its surfaces, listen through your microphone, or clap once to estimate how quickly sound dies away.

Microphone audio is processed locally in your browser. Nothing is uploaded.

Premium cutaway room with two people facing one another VOICE LISTENER
01Build the room
02See the reflections
03Hear the difference
04Test your own room

01

Room simulator

Change the room. Change the echo.

Hard surfaces return more sound. Soft and irregular surfaces absorb or scatter more of it. Build a space and watch the predicted reverberation change.

LIVE ACOUSTIC MODELBalanced room
Interactive room acoustic model
Rug
Sofa
Curtains
Bookshelf
4 people
Source
Listener
Visual model updates approximately with room size.
Estimated reverberation0.61 sGood for conversation
DRY
LIVE
Volume73 m³
Absorption19.1 sabins
Speech clarityClear

Hear the simulation

Put on headphones. Use your own voice.

Your microphone can be routed through a browser-generated reverb based on the room above. Change the room while monitoring and hear the decay update.

Headphones are strongly recommended to prevent speaker-to-microphone feedback.

Microphone is off.

02

Clap test

Now test the room you’re actually in.

Your device can listen to one clap and estimate how quickly its sound decays. It is intentionally approximate: microphones, browser processing, background noise, and room geometry affect the result.

01
Find a quiet moment.

Avoid music, fans, and obvious background noise where possible.

02
Stand a little away from the device.

About 1–2 meters is useful when the room allows it.

03
Clap once when prompted.

One sharp clap works better than repeated clapping.

PRIVATE BY DESIGN

The recording stays in this browser tab and is discarded after analysis. It is never uploaded.

ROOM TESTReady when you are.

Allow microphone access, then clap once after the countdown.

03

What you’re hearing

Echo is the room answering back.

Some reflected sound arrives quickly enough to blend with the original sound. A long series of those reflections is perceived as reverberation.

A

Hard surfaces reflect

Concrete, glass, tile, and painted plaster tend to return more sound energy into the room.

B

Soft surfaces absorb

Carpet, heavy curtains, upholstered furniture, and acoustic treatment can reduce reflected energy.

C

Irregular surfaces scatter

Bookshelves and uneven surfaces send reflections in many directions instead of behaving like one flat mirror.

SIMPLIFIED MODEL USED HERE

Sabine’s reverberation relationship

The simulator estimates decay from room volume and total effective absorption.

RT60 ≈ 0.161 × V / AV = room volume · A = effective absorption area
This is an educational acoustics tool.

The simulator uses simplified average absorption values, and the microphone test is not a substitute for calibrated acoustic measurement equipment.