About this simulation
A source sends out a wave at a steady rate. Each wave spreads outward at the same speed no matter how fast the source is moving — the waves do not inherit the source’s speed. Move the source and the waves bunch up in front and spread out behind: that is the Doppler effect.
Push the source past the wave speed and the wavefronts stack into a V — a bow wave on water, a shock cone in air. None of it is drawn as a special case. Doppler bunching, the bow wave, the Mach cone and the boom carpet all come out of one rule: every wavefront is a circle growing at the wave speed from where it was born.
A top view shows a flat slice through the source, with a listener you can drag anywhere. A 3D view shows the same waves as spheres around a plane flying above the ground, with the boom carpet traced out beneath it. Optional sound lets the class hear the pitch shift as the source passes.
Learning Goals
How to Use
Classroom Notes
The simulation opens in Simple, which is the version to teach from: nothing on screen but the expanding rings and the source that made them. The V is there all the same, as the shape the rings make, and a class that finds it that way owns it. Full adds cone lines, the source path, wave-origin dots and distance falloff of the sound for later discussion.
The listener starts directly on the source’s path, so the pitch is flat on the way in, flat on the way out, and changes in a single step as the source passes. Dragging the listener off the line restores the general case, where the pitch slides continuously — a good second step once the clean one has landed.