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Screenshot 2025-09-16 at 12.52.13.png

Methodology:

A sine sweep was imported into Unreal Engine and played as an omnidirectional sound source within acoustically rendered rooms using Meta XR Audio, Steam Audio, and Space3D. The reverberated binaural sweep was recorded and deconvolved to obtain BRIRs, which were analyzed for monaural room acoustic parameters (T30, EDT, C50) following ISO 3382-1.

Results (T30):

T30_Meta XR Audio_vs_Odeon.png
T30_Steam Audio_vs_Odeon.png
T30_Space3D_vs_Odeon.png

EDT (Early Decay Time) :

EDT_Meta XR Audio_vs_Odeon.png
EDT_Steam Audio_vs_Odeon.png
EDT_Space3D_vs_Odeon.png

C50:

C50_Meta XR Audio_vs_Odeon.png
C50_Steam Audio_vs_Odeon.png
C50_Space3D_vs_Odeon.png

Conclusion:

Among the tested engines, Steam Audio provided the closest overall match to ODEON, particularly for clarity (C50) with negligible bias. Meta XR Audio achieved strong performance on reverberation time metrics (T30, EDT), especially in low-absorption scenarios, while Space3D showed strengths in high-absorption EDT but consistently overestimated clarity. These results demonstrate the feasibility of using real-time VR engines for acoustic research, while also highlighting the need for careful validation against industry standards such as ODEON.

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