PingKang Chen's Blog

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):



EDT (Early Decay Time) :



C50:



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.