generate_room_ir
Simulate a room from a natural language description and generate a stereo impulse response WAV for convolution reverb. Returns a summary and the file path.
Instructions
Simulate a room and write a stereo impulse response WAV for convolution reverb. Returns a summary and the file path.
Translate the space the user described into dimensions and an absorption coefficient, following the guidance on each argument. Omitted arguments are randomised. Repeated calls vary even with identical arguments, so call again to get a different take on the same room.
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| width_m | No | Room width in metres. For reference a small room is roughly 2-5, a large hall 8-20, a stairwell up to 15 high. Go outside that range if the space calls for it. Omit to randomise. | |
| height_m | No | Room height in metres. For reference a small room is roughly 2-5, a large hall 8-20, a stairwell up to 15 high. Go outside that range if the space calls for it. Omit to randomise. | |
| length_m | No | Room length in metres. For reference a small room is roughly 2-5, a large hall 8-20, a stairwell up to 15 high. Go outside that range if the space calls for it. Omit to randomise. | |
| absorption | No | How reflective the surfaces are, 0 to 1. Roughly: bare tile, concrete or glass 0.03-0.08 (very reflective); plaster or wood 0.1-0.2; furnished or carpeted 0.2-0.35; heavily treated or padded 0.4-0.6. Omit to randomise. | |
| output_path | No | Where to save. A folder puts the generated filename inside it; a path ending in .wav is used exactly. '~' works. Pass whatever folder or name the user asked for, otherwise leave empty for the default location. | |
| mic_position | No | Mic position: 'center', 'corner', or 'near wall'. Leave empty to randomise. | |
| source_position | No | Source position: 'center', 'corner', or 'near wall'. Leave empty to randomise. |
Output Schema
| Name | Required | Description | Default |
|---|---|---|---|
| result | Yes |