Roomservice Manual

Roomservice 1.0

Room reverb for REAPER · user manual

A room, a source, a listener. Roomservice puts a sound into a place and lets you hear what that place does to it — the direct sound, the first reflections, the tail, a door in between, the open air outdoors. Everything you set is a physical quantity: metres, degrees, decibels, seconds.

Format JSFX (JS) for REAPER 7.x · stereo in, stereo out

Systems macOS (Apple Silicon and Intel), Windows

Install copy one file — no installer, no dependencies

Install

In REAPER, open Options → Show REAPER resource path, copy roomservice.jsfx into the Effects folder, then add an FX to a track and type Roomservice into the search field. The entry reads JS: Roomservice - by dmajorsound – the name stays the same in every version, so automation keeps working.

The plugin reports its latency to REAPER, so tracks stay in sync. Renders are deterministic: the same settings produce the same audio every time, and every playback of a moving source starts from the same place.

Three views

The buttons at the top left switch the whole window. Each view remembers its own layout.

Basic

Four cards — Source, Room, Barrier, Output — with the Stage View beside them, and the film-location presets in the row above. Every card folds on its own; Alt+click on a fold arrow folds all four.

Basic view: four cards and the Stage View
Basic. Enough for a first result. The strip under the title bar shows which Expert settings are still shaping the sound.

Expert

The Stage View on top, one module per tab underneath — or All, every module at once in two columns. Fit scales the page so the whole thing is in the window.

Expert view: Stage View on top, the Room module below
Expert, Tabs. Stage View, the module strip, and the module of the selected tab.

Learn

Ten listening tasks that explain what you hear: how far away a voice is, why a small room sounds boxy, hard walls against soft ones, what makes a room sound big, a voice behind a door, a phone call in a car, why a passing car changes its pitch, and how sound bends around a wall. The Stage View stays live while you work through them.

Learn view with a listening task and the glossary
Learn. Each task is a short instruction, a check, and the explanation once you have done it.

Stage View

The map of the room. Source (green S) and listener (white L) are dragged here; the room is dragged by its edges and corners.

Stage View, plan
Plan. Straight from above, to scale. The size labels can be dragged, and a double-click opens a value box.
Stage View, 3D
3D, with Side and Front for the two flat views. Height is visible here, and the reflector handles for height sit on the top edge.

Moving things

  • Drag a ball. Ctrl/Cmd+drag keeps one axis, Shift+drag (or the wheel over a ball) changes the height.
  • Double-click a ball: back to the centre of the room.
  • Drag an edge or the front corner to resize the room. Ctrl/Cmd scales it in proportion, Alt changes the height, Shift is the fine step.

Aim, Facing, zoom

Aim is where the source points, Facing where the listener looks. The round arrow next to each resets it. The mouse wheel over the empty floor zooms from 10 % to 500 %; Fit puts the whole room — outdoors, the whole area with its reflectors — in view, and 1:1 goes back.

The tool row under the Stage View
The tool row: snap, link, locks on the left; Aim and Facing with their reset arrows on the right.

Stereo width and Doppler

The pill at the bottom left holds the mono mix, the stereo width, and two chips. Handles shows the two ends of the stereo span in the view: drag either end, Shift for the fine step, double-click for 100 % ↔ 0 %, Alt+click for 100 %, Ctrl/Cmd+click for 0 %. At 0 % a thin ring sits around the source — one channel.

Mono mix, stereo width, Handles and Doppler chips
The pill. Mono mix, width, and the two chips.

Doppler on: dragging a ball glides the delays, a real pitch change while the sound moves. Off: only the distance changes — level, filter and room follow, the pitch stays put. Motion keeps its own Doppler setting, which this chip does not touch.

Overlays

Tips, Paths, Direct, Waves and Walls draw into the view: the reflection paths, the direct line with its distance, wavefronts spreading like ripples (slowed down by the factor the view states), and the absorption hatching.

Stage View with the reflection paths drawn
Paths. Every first-order reflection from source to listener, by way of a wall.

Timeline and RT60

Timeline: the echogram
Timeline. The echogram: direct sound, each early reflection, and the tail on a time axis.
RT60 per octave band
RT60. The reverb time per octave band — what the material choice actually did.

Signal chain

In → Filter → Source → Delay → Room (+ Reverb) → Barrier → Out
The module strip
A click on a module switches it on or off, Shift+click solos it. Solo never survives a render.

Filter

A low cut and a high cut on the way in, with a live spectrum. Pre/Post decides whether the filter sits before the room or after it.

Filter module

Source

What kind of sound is standing in the room: Original, or one of twelve models — telephone, mobile phone, smartphone, walkie-talkie, radio, boombox, TV, laptop, tablet, mini speaker, headphones, megaphone. Each has its own band limit, distortion, squelch and codec behaviour. The call line adds duplex, codec artefacts, dropouts and the line bandwidth on top.

Source module

Delay

A delay before the room, in milliseconds or locked to the tempo: stereo or ping-pong, feedback, ducking, filter, and four characters — Clean, Tape, Analog, Lo-Fi.

Delay module

Room and Reverb

Width, depth and height in metres; Size scales the whole room and the positions in it. Early dB and Late dB balance the first reflections against the tail, Decay stretches or shortens the reverb time, Predelay can follow the room by itself. The status line states the two numbers that matter: the distance and the RT60.

Room and Reverb module

Walls

A material per surface — concrete, glass, metal, wood, curtain, foam, wool, tiles, plaster — or a free α value. The hatching in the Stage View shows how absorbent each wall is.

Walls module

Barrier

A wall, a window or a door between source and listener: position, element position, width, height, opening angle, and Damp — how many decibels the barrier takes off at 500 Hz. Sound reaches the listener through it, around it and through the opening; the module shows how much arrives by which route.

Barrier module
Barrier card in Basic
Basic keeps the same barrier down to the two controls that change it most: how far it is open, and how much it damps.

Motion

Moves source, listener or both along a pattern — circle, square, left–right, front–back, up–down, pass-by, wave, or a path you draw in the Stage View. Rate in hertz or locked to the tempo. Motion runs with REAPER's transport, so every playback and every render sounds the same.

Motion module

Output

Input and output gain, dry/wet, the limiter, the meters and the correlation meter.

Output module

Free field

Free field switches the room off. What is left is what you have outdoors: the direct sound, the ground, and whatever stands around. Area width and Area depth are how far source and listener can move; Ground is Off, Hard, Grass or Snow, and its reflection arrives a moment after the direct sound and colours it.

Free field module

Reflectors R1 and R2 are two freely placed vertical planes — facade, glass, rock, fence or hedge. Each adds a real echo with the delay its distance gives it. Drag the dot or the panel to move it, Alt+drag turns it, the small square at the end of the panel sets its length and the one on the top edge its height. Setups offers practical arrangements: a street canyon, a facade opposite, a corner, a courtyard.

Reflectors module
Free field in 3D with two reflectors
Outdoors in 3D. Two reflectors on a 20 × 30 m area. All six values of each reflector are automatable.

Presets, snapshots, automation

Room presets are typical rooms by category, My rooms are your own, kept on this computer. The search field finds everything: rooms, your own rooms, the film-location scenes and the free-field presets. Enter loads the first hit.

The preset search
One search across rooms, scenes and outdoor presets.

Snapshots 1 … 16 live in the project. Snapshot Morph blends between two of them and can be automated — a slow morph is a room that changes shape while the scene runs. A/B compares two states while you work; Match level plays both equally loud, so the comparison is about the sound and not the volume.

Snapshot slots

Every parameter is a REAPER parameter, the reflectors included — material, X, Y, angle, length, height and level of both, plus the on/off switch. Source and listener positions are parameters too, so a move you make by hand can be recorded in Write or Latch.

Keys

KeyWhat it does
B / E / LBasic / Expert / Learn
1 … 9tabs (Tabs view) or snapshots
0Tabs ↔ All
[ ]previous / next tab
T / A / FTabs / All / Fit all
Vhide or show the Stage View
Zzoom what is under the mouse (Stage View in every view)
Hstereo handles on / off
Ctrl/Cmd+Zundo (Shift = redo)
Arrowsmove the listener
Wheel on the floorzoom the view, 10 % … 500 %
Escclose zoom, menus, solo, help
?the help window

Teaching with Roomservice

1 · Distance and loudness

Free field, ground off, Doppler off. Move the source from 1 m to 2 m to 4 m: each doubling costs 6 dB. Then switch the ground on — the same move now also changes the colour, because the ground reflection moves with it.

2 · What a room adds

Room on. Solo the direct sound, then the early reflections, then the tail (the Hear buttons in the Reverb section). Timeline shows where each part sits in time, RT60 how long each octave band rings.

3 · Why dialogue through a door sounds like that

Barrier → Door, then open it from 0° to 90°. The module states how much arrives through the door, around it, and through the gap. Compare glass, a curtain and concrete on the walls.


Learn mode walks through all of this on its own, with ten tasks and a check for each.