Spaces MK2 uses ray tracing physics to simulate real room acoustics — with controls that actually correspond to how rooms behave.
When you think about reverb, what do you reach for? A hall preset? A plate algorithm? Maybe an IR loader with a library of room recordings you’ve never quite memorized.
Here’s the problem: all of those approaches share one fundamental limitation. They’re guessing.
Hall algorithms estimate what a large space might sound like. Plate reverbs simulate a metal box — not a room. And IR libraries? You’re limited to whatever someone else recorded, in someone else’s room, under someone else’s conditions.
There’s never been a reverb that actually builds the room around your sound. Until now.
Spaces MK2 is our second-generation acoustic modeling reverb — a plugin that simulates the physics of real rooms rather than approximating them with algorithms.
Where the first version of Spaces gave you a solid foundation in acoustic modeling, Spaces MK2 takes a fundamentally different approach to how that sound is calculated. We’ve replaced the approximation engine entirely with ray tracing — a technique borrowed from computer graphics that traces the actual path of sound as it bounces off surfaces and returns to the listener.
The result is reverb that sounds like a real room. Not “reverb applied.” A room.
Traditional reverb algorithms work by modeling reflections mathematically — estimating how early reflections and late reverberation might behave based on parameters you set. It’s effective, but it’s still an estimation.
Ray tracing works differently. We send out hundreds of virtual sound rays into the virtual room. Each ray travels through the space, bounces off walls, and returns to the listener position. The material properties of each wall determine how that ray behaves — high frequencies absorbed by soft surfaces, reflected by hard ones, just like in the real world.
This means the reverb you hear isn’t an approximation of a room. It IS the reverb of a room, calculated with the same physics that govern actual acoustic spaces.
Early reflections aren’t estimated — they’re placement-accurate. The reverb tail behaves the way physics dictates. High frequencies that should be absorbed by a curtain wall disappear exactly when they would in reality. Low frequencies that wrap around obstacles and reflect off concrete surfaces do exactly that.
When you set a room to three meters by four meters with glass on one wall and plaster on the others — that’s what it sounds like. Not “close to it.” Exactly it.
Spaces MK2 gives you the controls that define how a room sounds, rather than the abstract parameters of a reverb algorithm.
Room geometry. Set the width, length, and height of your virtual space in meters. A tight studio booth. A mid-sized live room. A twenty-meter cathedral. The dimensions are exact because the sound is calculated from them, not mapped to a preset.
Per-wall material properties. Every wall in Spaces MK2 has independently adjustable high-frequency and low-frequency absorption and reflection. Glass reflects highs and passes lows. Curtains absorb highs. Concrete reflects everything. Plaster falls somewhere in between. You assign material properties to each wall individually, and the reverb responds accordingly.
3D source positioning. Two independent speaker channels — left and right — can be placed anywhere in the three-dimensional room space. Position a guitar amp in the corner for a gritty, compressed room sound. Place a vocal dry and close for intimate presence. Route drums through the same room at the back for depth without mud. Within one cohesive acoustic space, every source gets its own placement.
Dual microphone placement. Two stereo microphone inputs can be positioned anywhere in the room. Place them near the sources for a close, defined sound. Pull them back for more ambient room character. The stereo image reflects the actual acoustic relationship between sources and microphones — not a synthetic stereo width parameter.
Binaural monitoring mode. Traditional stereo reverb on headphones sounds unnatural because it lacks the spatial cues your ears use to locate sound in space. Binaural mode simulates a human head with ears placed in the virtual room. Switch to headphones and hear convincing three-dimensional depth — not just “reverb applied,” but a genuine sense of distance and direction….
Spaces v1 was a real step forward in accessible acoustic modeling. But ray tracing gave us something we couldn’t achieve before: a reverb that sounds exactly like a real room because it calculates sound the way a real room does.
When you’re no longer guessing whether “medium hall” or “large room” is the right IR — when you can set the exact dimensions, assign real material properties, position sources where you hear them in your head — your reverb decisions stop being approximations and start being precise.
That precision matters when you’re mixing. It matters when you’re sound designing. It matters when you need to match reverb to a specific visual space in film or game audio. And it matters when you just want a room sound you can trust.
No IR library will give you this. No algorithm will calculate it this way. Spaces MK2 is the only reverb that builds the room from scratch and lets you control every parameter that actually defines how it sounds.
If you already own Spaces v1, you’re getting the upgrade for €4.99 — forty percent off, applied automatically at checkout. If you’re new to acoustic modeling reverb, start here. Design your first room today.
€19.99 — new purchase
€4.99 — upgrade from Spaces v1
Free demo. Instant download. VST3, AU, and AAX formats.