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Ambient sound: absorption and reflection #706

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@kpreid

Ambient sound should be not just produced but processed by blocks; blocks should have a spectrum of absorption/reflection which feeds into filtering and reverb effects.

Relevant comment from #607:

A conversation (prompted by the video A First Look At Raytraced Audio) made me realize that, if we have a reasonable set of rays describing reflections in the environment, their lengths directly correspond to time delays in an impulse response. Therefore, in principle, if for each ray striking a surface (or through however many bounces) we can choose or compute an impulse response representing that reflection, then we can sum the impulse responses from many rays to produce a single impulse response usable in a convolution filter — at least for a single sound source. Using a single filter for multiple sound sources makes the assumption that the sound takes equivalent paths.

I’m not sure how or whether frequency-dependent absorption fits into that model, though.

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