Zvukovik & MuseInsight
MuseInsight MuseInsight
Hey, ever thought about how the subtle reverberation in a Renaissance fresco might hint at the spatial audio tricks we’re using in VR today? I feel like the way light plays on marble could be a silent blueprint for modern soundstage design. What do you think?
Zvukovik Zvukovik
Sure, but if we really want to use a fresco as a template, we need to separate visual from acoustic cues. The marble’s reflectivity gives you a virtual “echo” in sight, not in sound. For a true spatial audio blueprint you’d look at how the fresco’s geometry traps and reflects light, then map that to how a room’s shape and materials shape impulse responses. So, yes, there’s an abstract principle—symmetry, decay, and distance—but the actual reverberation you hear in VR has to be measured, not guessed from paint.