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Venues live in your account, which is your Living Worlds account.
Venues.
Give the twin a room and it works out what every place on the floor hears: the sound's paths, how long it rings, how clear it is, with the range our uncertainty about the materials allows. The method is scored against measured rooms on our Research page.
Your venues
None yet. Start from our test club, or upload your own model.
Add a venue
Start from our test club to try everything now, or upload a 3D model of your room (glb, gltf, obj, fbx, stl, ply or blend, up to 1,500 faces).
Releases.
Load your own daily streams (an export from Spotify for Artists, Apple Music for Artists or your distributor: any CSV with a date column and a streams or plays column). The page fits how attention to the track is fading, listener by listener, and forecasts the rest of its first year. It runs in this page: your numbers do not leave your computer.
Choose your CSV. Day one is the first date in the file unless you set the release date. Read the band, not the line: it is how far this same model missed on 32 real songs.
Tested on 32 real songs, shown their first four weeks of attention (public Wikipedia page views from each song's release date): the model is worse than simply carrying the latest week forward at three and six months, and better at a year. It also runs low: at the median, a song got 1.35 times the model's forecast by 90 days and 1.66 times by a year, so the forecast here is corrected by that, and the band is the 10th to 90th percentile of those misses. With more than four weeks of your own data the band is wider than it needs to be. News, playlists, charts and moments move a song more than any curve does; this cannot see them coming.
Click anywhere on the floor. The twin traces every path the sound takes from the stage to that exact spot (it takes a few seconds), and draws them here.
Click the floor to choose a spot.
Simulate the room (about a minute) to read each part of the floor: how long the echo lasts, how clear it is and how loud, each with the range across what the materials might really be.
Sound travels and fades with the air. Set the room's temperature and humidity, then simulate again to see what changes.