Reverb patch with room resonances
I've been trying to build a patch that will produce a good (real-time) simulation of a simple rectangular room based on its dimensions and an absorption coefficient. In particular, I'm hoping to simulate the effect of strong room modes on a piece of music, including in poor acoustic spaces such as a cubic room with low absorption. I've experimented with building the different reverberators described by Moorer and Gardner in gen~, but there doesn't seem to be an easy to tune either system to emphasize specific resonances. In Physical Audio Signal Processing, it is suggested that no reverb system quite matches the distribution of room modes as exist in physical rooms, and that only waveguide mesh reverberation allows precise shaping of the lower frequencies resonances of the digital reverberator. I've looked into this method, but I don't understand it well enough to try and build it in Max, so I'd rather work with some of the simpler reverberators.
Presently, I'm thinking that the best way to do this is filter the output of the reverb patch with either a bank of reson~ filters (or equivalently with CNMAT's resonators~ external) or with a bank of comb~ followed by onepole~. Is there a better way to do this?