Here are some images form my experimental sound propagation model. Today I removed some bugs and made surface bounce dependent on angle the rays hit it. The bending effect is increased like 100 times, so this is nowhere near reality.
You can see sound source in the left, SSP in the right, this is distance vs. depth, so imagine you're looking from the side. Brighter means louder. Note how the rays are trapped in 'slow' medium and how almost whole sound energy they can be focused into small areas. Also note that there is no signal weakening implemented and that these focused points are much weaker that how it's displayed here. Focused points are ring in reality, and the energy distribution must follow it (it does not now). It looks magically and it is much more complicated then I expected.
Note that this is just a toy for experiments, nothing for the sim. It takes several seconds to compute these ..
Above the layer
Below the layer:
Above channel:
In the channel: