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Release Notes: SDK 3.xx

SDK 3.0.9

Release Date: 2026-03-11

Changes

  • Fixed an issue where roll_angle or rotation values would not always be set correctly.
  • Improved notebook environment detection for interactive plots and progress displays.
  • Fixed issue where preloading data for IRCollections from Datasets would not work if a new IRCollection was created from the original one.

SDK 3.0

Release Date: 2026-02-26

Welcome to Treble 3.0! This release transitions the Treble SDK from a simulation platform to an end-to-end simulation and data platform. With 3.0 we introduce features and workflows that enable users to work beyond their simulated IRs and create acoustic scenes with speech and noise paired with spatial and acoustic metadata. We are also significantly expanding our simulation capabilities with moving sources, receivers and devices.

Moving Sources, Receivers and Devices

Sources and receivers are no longer static with this new beta feature. We have introduced a new source and receiver type. The upgrade is so substantial that we encourage you to seek out the separate documentation pages:

Collections

There is a new workflow in the SDK that supports working with large amounts of IRs. Simulation metadata is stored in parquet files, it is straightforward to append more spatial or acoustic metadata to the file. Filtering and querying is fast since polars is used. This represents a major improvement to the SDK and we advise you to take a deep dive on the relevant documentation pages below.

Audio scene generation

Up until this point the SDK has exclusively been a high-quality impulse response simulator. This changes with the introduction of the audio scene generator, a new beta feature. It is now possible to set up complex audio scenes with speaker, distractors and noise. Device noise and conversation rules can be easily controlled. There are elaborate examples that demonstrate this new feature in the links below.

Improvements to GA solver

At Treble, we continuously improve our core simulation technology, and GA is no exception. This update brings state-of-the-art acoustic modeling even further forward, with improvements that will deliver faster, more accurate results, especially for larger venues and spatial impulse responses.

Performance Improvements

  • Improved handling of large jobs
    Mitigates memory issues that occasionally caused problems in previous versions.

  • Broadband tracing optimization
    By default, the simulation now traces all bands at once when possible.

  • General multithreading and runtime optimizations
    Overall performance improvements across the engine.

Improvements to Impulse Responses

We’ve made major upgrades to spatial IR and IR modeling, particularly for diffuse fields:

  • Improved spatial IRs
    Produces a better diffuse-field representation of the impulse response resulting from the ray-radiosity and volumetric ray tracing engine.

  • Improved IR generation
    The Poisson sequence for the late tail now uses an estimated reflection density. This resolves spacing issues that occasionally occurred in large and open spaces.

  • Higher default maximum reflection density (10,000 → 50,000)
    Results in smoother reverb tails and mitigates rare “spikes” in the late tail of the IRs.

  • Improved air absorption (now continuous)
    Produces smoother spectrograms and more natural-sounding impulse responses.

  • Interpolation of Poisson pulses across frequencies
    Creates smoother frequency-dependent decays and cleaner spectrograms.

Stability and Tooling Updates

  • Fixed random seed based on position
    Random number generation is now bound to receiver and source locations, ensuring identical results for identical simulations (also fixes edge cases like receivers on grid centers).

  • Option to split direct path from the rest of the IR
    Enables workflows that require separate handling of the direct sound component.