Creating a reverb for use in games is often a time-consuming undertaking. Few attempts have been made to simplify the processes and improve quality. The solutions found so far are either still too time-consuming, too complex, or simply not available on the open market.
This work uses ray tracing, a concept from the field of optics, to develop a new workflow for creating a room response. Ray tracing is normally used to simulate light, shadows and reflections. Here, it is adapted for the simulation of an impulse response. The CeSoundTrace plugin, developed as part of this thesis, is intended to enable sound designers to spend less time on tedious configuration and more time on the creative exploration of the virtual stage. To achieve this, the room reverb is simulated whilst the game is running. To this end, a range of parameters is provided that allow for creative intervention in the simulation. This results in a new workflow that is not only resource-efficient but also offers sufficient creative flexibility, rapid iteration and minimal configuration time. As this plugin is to be released, this technology will become accessible to a wider user base and fills a gap in the market.