HoRNet Spaces MK2
User Manual

Introduction

What Is Spaces MK2

HoRNet Spaces MK2 is a room simulation plug-in based on real room geometry and per-wall acoustic properties, with reflections calculated via ray tracing. It lets you place sources and listening points in 3D space, control reflections and diffusion for each surface, blend Dry/Wet, and save room presets you can recall.

UI Overview

Below is the full interface in dark and light mode.

Interfaccia completa - tema scuro Interfaccia completa - tema chiaro

Room Dimensions

Set the room geometry in meters. Larger dimensions yield wider-spaced reflections and a longer tail; smaller dimensions produce tighter, more controlled spaces.

Controlli Width, Length, Height

3D Room View & Positioning

Stereo

In Stereo mode you have two independent microphones (Mic L/R) and two sources (Speaker L/R). Move objects to define distance, depth, and width.

Vista stanza 3D - Stereo

Binaural

In Binaural mode the listener is a virtual head with two ears, for a more immersive headphone experience.

Vista stanza 3D - Binaural

Object Editing & Listening Mode

The XYZ popup lets you adjust X/Y/Z object coordinates as percentages. In the same area you can select the Listening Mode (Stereo/Binaural).

Popup XYZ e Listening Mode

Walls, Reflections & Diffusion

For each wall (Front, Back, Left, Right, Floor, Ceiling) you have four parameters: Low/High Reflections and Low/High Diffusion. Reflections set how much energy bounces back; diffusion controls how reflections become less “mirror-like” and more scattered.

Esempio pannello parete

Global Controls

Global controls let you make quick changes to the room character:

Room Presets

Preset Browser

Open the browser to quickly pick a room preset.

Preset browser

Preset Chooser

Select a preset from the list. You can set one as the startup default.

Preset chooser

Saving

Save your custom setups so you can recall them in any project.

Salvataggio preset

Preset Library

Factory presets are ready-to-use starting points: they set room geometry, materials (reflections/diffusion), positions, and global controls to quickly achieve a credible character. Names are descriptive and do not reference brands.

For consistency, presets are tuned for instant monitoring: by default they use Stereo mode and Dry/Wet at 50%. You can then tailor them to your mix by adjusting Dry/Wet and refining dimensions, walls, and positions.

Catalog (quick descriptions):

Iconic Rooms (Inspired)
  • Studio: A — very large scoring stage: spacious and airy, great for orchestral and big spaces.
  • Studio: B — mid‑large historic live room with a natural, musical character.
  • Hall: Hampstead Scoring — large, controlled hall with a rich but readable tail.
  • Room: Sunset Live A — large live room with punch and present early reflections.
  • Room: Sunset Live B — medium live room, more compact and immediate.
  • Room: Hell's Kitchen Live A — “rock” live room: energy and presence, bold ambience.
  • Room: Barnes Live — “wood” character: warm and full-bodied, with good diffusion.
  • Room: Village Curved A — asymmetric/curved room: very high diffusion and a wide image.
  • Room: Detroit Soul — medium‑small room with more damped highs and a “vintage” vibe.
  • Hall: Berlin Meister — large historic hall with a full, diffuse tail.
  • Hall: Culver Grand Stage — large scoring stage with controlled early reflections and great depth.
  • Chamber: Hollywood Echo S — small echo chamber: bright and specular, great for slap/echo.
  • Chamber: Hollywood Echo L — larger echo chamber with the same character and a more developed tail.
  • Arena: Docklands Dome — huge arena with strong lows and a “grand” stage.
  • Arena: Round Garden — round arena with diffuse early reflections and a shorter tail vs. the dome.
  • Outdoor: Ancient Amphitheatre — outdoor amphitheater: open scene with strong low‑frequency reflections.
  • Outdoor: Modern Stadium Bowl — outdoor stadium with a more “open” and less bright tail.
Archetypes
  • Hall: Gothic Nave — large stone nave: very reverberant, dense, and long.
  • Room: Concrete Stairwell — concrete stairwell with specular reflections and a “hard” character.
  • Room: Tile Kitchen — small bright reflective room, perfect for close sounds.
Generic
  • Studio: Control Room — small controlled control room with dry early reflections, ideal for subtle ambiences.
  • Studio: Recording Room — compact treated live room: natural and balanced.
  • Room: Treated — “standard” treated room: neutral and easy to fit in a mix.
  • Room: Untreated — lightly treated room with more obvious reflections and a rougher character.
  • Room: Bathroom — small and very bright, for obvious effects and presence.
  • Hall: Club — medium venue with energy in early reflections and a moderate tail.
  • Hall: Concert Hall — large natural hall with a long “classic” tail.
  • Arena: Classic — generic indoor arena: big and impactful.
  • Outdoor: Stadium — outdoor stadium with a wide, open scene.
  • Hall: Cathedral — huge space with a very long, dense tail.
  • Hall: Castle — large stone space: wide and resonant, with a “historic” character.

Quick pick: for short, controlled ambiences use “Control Room” or “Treated”; for bright, close sounds try “Bathroom” or “Tile Kitchen”; for wide cinematic tails start from “Concert Hall”, “Cathedral”, or the “Iconic Rooms”.

Quick Start

Recommended Workflow

1
Insert HoRNet Spaces MK2 on an Aux/Return as a room reverb and set Dry/Wet to 100%.
2
Set Width/Length/Height to define the room.
3
Position sources and microphones, or the listener in Binaural mode.
4
Adjust Reflections/Diffusion per wall and refine with the Global Controls.
5
Save a room preset and recall it across projects.

Tip: use Stereo for stable speaker imaging; use Binaural for a more immersive headphone experience.

Product Info

Name: HoRNet Spaces MK2

Version: 2.0.0

Copyright: (C)2026 HoRNet Plugins — All rights reserved

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