Proc. of the EAA Joint Symposium on Auralization and Ambisonics, Berlin, Germany, 3-5 April 2014
AURALIZATION AS AN ARCHITECTURAL DESIGN TOOL
TEMPLATES FOR DAFX04, NAPLES, ITALY
Matthew Azevedo1, Jonah Sacks2
ABSTRACT
Auralization provides a valuable tool that allows architects,
building owners, and other decision-makers to directly experi-
ence the aural implications of design decisions and allows them
to make more informed choices. Standard numerical metrics are
difficult to relate to aural phenomena without significant practice
and frequently fail to capture acoustical issues that are essential
to the basic functionality of spaces. Consultants at Acentech have
been using auralizations of full soundscapes including many
independent sources as design and communication tools for a
variety of projects including atria, lecture halls, theaters, and
performance spaces. These auralizations have included natural
speech and electro-acoustic reinforcement, crowd activity, inter-
actions between PA systems and room acoustics, HVAC noise,
wall and window transmission, and the subjective effects of
sound masking. In general, clients find the experience of listen-
ing to their as-yet unbuilt spaces to be exciting and useful.
Though most are not trained listeners, they typically move quick-
ly past the “wow” stage and into critical listening and candid
discussion of the different acoustical treatments presented and of
the overall sound of the space. This helps architects and project
owners to feel connected to the acoustical aspect of the design,
and it helps the team to agree on design decisions that may have
significant implications regarding cost and aesthetics.
This paper presents several case studies of projects where
auralization was an integral part of the design process. Addition-
ally, it describes a rapid auralization design and development
process using a MaxMSP-based real-time ambisonic convolution
platform.
1 INTRODUCTION
Over the last ten years, consultants at Acentech have worked to
develop and refine techniques for using auralization as part of the
design process for a variety of buildings and spaces. Much of this
work has focused on the auralization of activity sounds in large
public spaces such as atrium-type lobby spaces in universities
and cultural institutions. The relevant features for auralization of
this type of space are:
overall loudness of activity noise,
ease of close conversation in the presence of this noise,
intelligibility of a PA system, and
transmission of sound among adjoining spaces.
By presenting auralizations of an environment over loudspeakers
in an acoustically appropriate meeting room, it is possible for a
group of listeners, such as a project design team and owner, to
experience the auralization together and to accurately judge
many aspects of th e auralized space’s acoustical character, such
as loudness, reverberance, and speech intelligibility.
To create a perceptually realistic soundfield, it is necessary to
include multiple source locations and to convolve each source
with time-incoherent anechoic sound material. Our early tech-
niques required completing separate convolutions for each source
and then combining sources and adjusting their levels in an audio
editor. This time-consuming process was replaced by a
MATLAB routine that performed all of the convolution and
combination while maintaining relative level calibration
throughout. But, this process still required that all audio to be
presented in the auralization be pre-rendered, resulting in a more
time-consuming revision and calibration process and leaving no
possibility of level adjustment among sources during playback.
The most recent innovation to this process uses software created
with the MaxMSP development environment to perform all of
the required convolution in real time during the presentation.
This allows for easy toggling on and off of individual sources,
level and timbre manipulation of individual sources, and switch-
ing among various architectural design conditions, all during the
presentation.
This paper presents case studies of several auralizations that
employed these techniques in different ways to demonstrate
relevant information about projects and to provide direct experi-
ence of the acoustics of project spaces.
2 A REAL-TIME CONVOLUTION PLATFORM FOR
AURALIZATION DEVELOPMENT
We conceptualize auralization development as four main pro-
cesses:
modeling,
impulse generation,
source material selection and convolution, and
playback calibration.
Typically, our modeling begins in SketchUp and is then exported
to CATT Acoustic where material properties are added. The
CATT model is then processed with TUCT, CATT’s room anal-
ysis subprogram which generates impulse responses.
Because CATT did not provide convolution and summing of
different anechoic audio material with multiple sources, we
developed a MATLAB script in 2008 which convolved source
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Proc. of the EAA Joint Symposium on Auralization and Ambisonics, Berlin, Germany, 3-5 April 2014
material with first-order ambisonic (B-Format) impulses re-
sponses for each sound source in the model, and then summed
and rendered the resulting audio as either a four channel (quadra-
phonic) or five channel (5.1 surround) WAV file using simple
decoding filters generated by CATT Multivolver. This process
was effective, but revisions and calibration were time-consuming
since any changes involving source material required repeating
the entire convolution and summing process. This placed
auralization out of reach for most project budgets.
2.1 Auralization with pre-rendered audio: Museum
Atrium
The first major step in the early development of our auralization
program took place in 2003 through 2005 during design of a
major new wing at the Museum of Fine Arts Boston, which
opened to the public in 2010. This work was presented previous-
ly at the EAA Symposium on Auralization in Espoo, Finland in
2009 [1] and at Internoise 2009 in Ottawa, Canada in 2009 [2].
The auralization presented a familiar architectural acoustics
problem and solution: excessive loudness in a large, reverberant
public space, addressed with the inclusion of large areas of
acoustically absorptive material. The design team and museum
trustees heard a predictive auralization of their future space
during a fundraising banquet, complete with 500 talkative diners,
a live swing band, and an amplified speech by the museum's
director. Participants experienced the difficulty of speaking with
their table-mates at this busy function in the absence of acousti-
cal treatment and registered relief when the recommended treat-
ment was added in the virtual environment. The auralization
included two source locations for diners, a third for the band, and
a fourth for public address loudspeakers. Three architectural
design conditions were presented: no acoustical treatment, a
small amount of acoustical treatment, and the recommended
amount of acoustical treatment. All audio was pre-rendered and
played back as four-channel wav files. Anechoic sounds were
gathered from various sources, including original recordings of
conversation and clearing of dishes made in our nearly-anechoic
presentation room, speech from museum audio tour recordings,
and studio recordings of a swing band.
Figure 1: The Ruth and Carl J. Shapiro Family
Courtyard at the Museum of Fine Arts Boston, MA USA.
The Ruth and Carl J. Shapiro Family Courtyard opened in 2010,
and the response from the museum and the public has been
overwhelmingly positive. The courtyard performs acoustically as
designed and supports a wide range of uses. Subjectively, it
sounds remarkably similar to the auralization: live but well-
controlled even when full of activity.
This auralization, though successful, was time-consuming to
produce. Minor adjustments to relative levels required repeating
much of the process. Such adjustments are often necessary in this
kind of auralization, as different source material is recorded and
calibrated at different levels. Final relative level balancing is
often an iterative process, checked with the aid of a sound level
meter, CATT output data, and various reference sources. When
balancing, for example, a live band with activity noise from
diners, we assume a role similar to that of a live sound board
operator, adjusting the band to a subjectively appropriate level.
The difficulty of making such adjustments was a source of frus-
tration to us for several years.
2.2 Towards a more flexible and efficient auralization
development platform
Two points drove the redevelopment of our earlier auralization
process. First was a desire to reduce the time and cost required to
create an auralization presentation, so that we could make wider
use of auralizations in our consulting practice. Second was a need
to maintain design flexibility for as long as possible in the devel-
opment process, so as to respond efficiently to client requests for
changes.
The first two steps of our auralization process, modelling and
impulse generation, are by far the most time intensive. For com-
plicated auralizations with many sources, processing the model
can require several CPU-weeks of processing time. While multi-
core CPUs and smart model design which accommodates parallel
processing significantly reduces total processing time, processing
a complicated model still frequently requires tying up multiple
computers for several days. Because of this, we desired a plat-
form where the model only needs to be processed once, and most
needed tweaks or adjustments can happen downstream.
Convolution in MATLAB is a fairly quick process. However, our
process of pre-rendering the auralization meant that any change,
no matter how small, required a full repetition of the convolution
and summing steps – not a trivial matter when making final
preparations on the day of a client meeting!
These issues pointed towards a platform that could perform the
convolution and ambisonic decoding in real-time, while also
providing flexible options for additional processing.
2.3 Real-time multichannel convolution using MaxMSP
We currently produce all of our auralizations using the MaxMSP
programming environment published by Cycling ’74 for all steps
following the generation of impulse responses in TUCT. These
include convolution, ambisonic manipulation, and the final pres-
entation. Max was originally created as a graphical, object-
oriented programming platform for musical composition, and has
been steadily upgraded to include a robust set of audio (MSP,
Max Signal Processing) and video (Jitter) processing tools. Max
also makes graphic user interface (GUI) implementation trivial,
since many of the graphical function objects are directly useable
as UI objects as well. One of Max’s strengths is that it is an open
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platform that allows independent development of additional
function objects (called “externals”); this extensibility is critical
when using Max as an auralization tool since many of required
functions, such as convolution and ambisonic encoding and
decoding, are not part of the base MaxMSP object library.
The most important tools for auralization in Max are the convo-
lution externals in the HISSTools library, written by Alex Harker
and Pierre Alexandre Tremblay of the Huddersfield Immersive
Sound System (HISS) research group at the University of Hud-
dersfield, UK. The HISSTools Impulse Response Toolbox pro-
vides simple yet powerful objects for real-time convolution in
Max, as well as tools for measuring and manipulating impulse
responses. HISSTools can be freely downloaded from the HISS
website [3].
We use two libraries for ambisonic processing in our auraliza-
tions, Ambisonics Externals for MaxMSP written by Philippe
Kocher and Jan Schacher at the Institute for Computer Music and
Sound Technology at the Zurich University of the Arts, Zurich,
CH and Ambisonic tools for Max/MSP written at the Center for
New Music & Audio Technologies at the University of Califor-
nia at Berkeley, Berkeley, CA, USA. Both of these libraries are
freely available at the websites of the respective organizations [4,
5]. These tools allow decoding the convolved ambisonic signals
for playback on arbitrary speaker arrangements and also allow
sound sources to be placed and moved within an ambisonic
soundfield.
Using MaxMSP as a development platform has dramatically
reduced the time required to create a complex auralization and
allows us to retain the flexibility to modify the auralization all the
way up to, and in some cases during, the final presentation to our
clients. This in turn leads to a more responsive and deeper en-
gagement with our clients resulting in better communication
between all parties and more successful projects.
3 CASE STUDIES IN AURALIZATION-DRIVEN
DESIGN
3.1 Multiple concurrent sources: Concert Hall
The new General Academic Building at the University of Massa-
chusetts Boston, currently in design, will include a 400-seat
music recital hall to be used for solo recitals, chamber music,
jazz combos, orchestra, vocal chorus, and other musical ensem-
bles. The design includes acoustical variability in the form of
curtains at the lower walls. An auralization presented several
different types of performance, including solo piano, jazz band,
symphony orchestra, and vocal chorus, heard at three audience
positions, with various curtain configurations. For the large
ensembles, two source locations were included on stage to pro-
vide some left-right spatial spread. Stereo anechoic material was
used where available, and in other cases monaural material was
used. The source material was taken from the Denon compact
disc “ Anechoic Orchestral Music Recording” (1995) and from
Wenger Corporation’s “Anechoic Ch oral Record ings” (2004).
The auralization helped the university music faculty to gain
confidence in the design, particularly its acoustical variability.
Figure 2: CATT Acoustic model of the University of
Massachusetts recital hall, Boston, MA, USA
We have begun experimenting with using anechoic recordings of
individual instruments made by researchers at Aalto University
[6], and hope to use these to render orchestral music with im-
proved spatial accuracy in future projects.
3.2 Natural source, sound reinforcement, and HVAC
system noise: Multifunction Hall
Margery Milne Battin Hall at the Cary Memorial Building in
Lexington, Mass. is a multifunction auditorium built in 1928.
The hall’s users were unsatisfied with its sound reinforcement
system, and the building’s HVAC system was loud and ineffi-
cient. Acentech was asked to design an upgraded PA system and
to assist the mechanical engineer in quieting the ventilation
system.
To demonstrate the predicted effects of our various design rec-
ommendations, and to help the client prioritize their use of lim-
ited funds, we created and presented an auralization. This aurali-
zation included a natural sound source on the stage, the HVAC
background noise, the full existing sound system (12 sources),
the full proposed sound system (21 sources), and room responses
with and without acoustically absorptive curtains. Several op-
tions were included for HVAC noise. The current noise was
presented based on the system noise level and spectrum meas-
ured in the auditorium, and two proposed upgrades to the HVAC
system were presented based on levels and spectra calculated
according to ASHRAE guidelines. Since the auralization is being
processed in real time, the background noise, PA system, and
curtains can be toggled during playback with a continuously
running source. This allowed for seamless comparisons between
the different options and made the differences much easier for
the clients to understand.
Figure 3: Battin Hall, Cary Memorial Building,
Lexington, MA USA
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Because the convolution takes place with first order ambisonic
impulse responses, each source requires four channels of real-
time convolution. While we have successfully had over 50 chan-
nels of convolution running concurrently on a quad-core CPU,
the 140 channels of convolution that would be required to gener-
ate the responses of all 35 sources in real time is not practical. To
reduce the number of concurrent convolution channels, we
grouped all of the loudspeaker sources for the existing PA system
and the sources for the proposed PA system, which will be fed
the same anechoic source material, into a single TUCT run and
then exported a summed impulse response of the entire group.
This allowed us to present all 35 sound sources while only re-
quiring 16 concurrent channels of convolution.
3.3 Custom source material and integration of measured
impulse responses: Aquarium Exhibit Hall
One of the New England Aquarium’s most popular exhibits is the
Shark and Ray Touch Tank, where guests can pet small sharks
and stingrays. The space has a naturally high background noise
level due to the tank’s pumps and the electric dryers for guests to
use after washing their hands. When combined with the added
noise of as many as 100 excited elementary school students, the
hall containing the Touch Tank can be extremely loud. The New
England Aquarium was interested in ascertaining the noise im-
pact on the animals in the tank, as well as exploring potential
room treatments to reduce the overall noise level for the comfort
of their staff and guests.
Figure 4: The Touch Tank at the
New England Aquarium, Boston MA
For the auralization of this space to be successful, it was critical
that appropriate audio source material was used. Since the audi-
ence for this auralization was intimately familiar with the mod-
elled environment the sounds presented had to match their expec-
tations in order to be convincing. To achieve this, we recorded
many sounds within the space, including the background sound
of the unoccupied space, the hand dryers, and the sound of ex-
cited children. The speech of one of the educators who directs
patrons in safely touching the animals was transcribed and re-
recorded anechoically. Since we were also concerned about the
noise impact on the animals in the water, we also recorded the
background sound underwater using a hydrophone, and measured
the transfer function impulse response between a microphone just
above the water and a hydrophone in the tank.
The auralization was very successful, but in an unusual way: in
this case we demonstrated that additional acoustical treatment
would not make a substantial difference in the loudness of the
space, and that the most effective option for quieting the exhibit
would be to control the number of patrons in the space at one
time. We also clearly demonstrated that the airborne noise gener-
ated by patrons in the exhibit was almost entirely masked inside
the tank by the noise of the pumps that circulate the water. By
making a modest investment in the auralization, the Aquarium
was able to avoid making a large investment in room treatments
that would have required shutting the exhibit down to install and
then been ineffective in addressing their noise concerns.
This auralization served to highlight a common thread in all of
our auralization work: the importance of appropriate source
material in creating perceptual veracity (as opposed to parametric
accuracy) in an auralization. By having access to a semi-anechoic
space, we are able to record custom material for use in our au-
ralization work to ensure that the character of the source material
is appropriate to the expectations of our audience. By tailoring
the source material to match what our clients hear in their current
spaces, listening to the auralization can be focused on the para-
metric aspects of the presentation without being sidetracked by
clients’ being disengaged from the listening experience by the
distraction caused by inappropriate audio content.
3.4 Complex soundscape with varied acoustics in a large
space: University Atrium
The centrepiece of the new home of the Olin Business School at
Washington University in St. Louis, MO is the Forum, an amphi-
theatre-like lecture and presentation space which extends through
several floors of circulation space and is ultimately open above to
a five storey glass, wood, and stone atrium featuring a café with
seating all around the opening. Despite our presentation of calcu-
lated reverberation times and expected background sound and
speech intelligibility levels, the client remained unsure that the
extensive acoustical treatments we recommended were truly
needed. After further discussion, it was decided that an auraliza-
tion would be the best way for the client to make an informed
decision regarding room treatments, and to develop appropriate
expectations for the acoustical performance of this complex
space. Of particular interest to the client was the level of café
activity noise that would be audible in the Forum during a lecture
presentation.
This auralization included a speech source and sound reinforce-
ment system in the Forum, and four independent activity sources
in the atrium. Many different types of anechoic source material
were used for the activity sources, ranging from quiet studying
with light footfall noise to boisterous conversation and the
sounds of eating and tables being cleared. The level of ambient
activity can be varied in real time, and for each activity level
chosen by the operator appropriate activity samples are dynami-
cally selected and fed into the convolution engines for the vari-
ous modelled activity sources. A close-mic’d recording of a
speech by an Olin School professor was used as the sound source
in the Forum, which was both context-appropriate and helped to
anchor the audience’s sense of place in the modelled environ-
ment. This recording was made by the school for public relations
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Proc. of the EAA Joint Symposium on Auralization and Ambisonics, Berlin, Germany, 3-5 April 2014
purposes and, while not anechoic, was sufficiently dry to be
effective for this auralization of a reverberant space. Moreover,
the cardioid podium microphone used for the original recording
is of the type which speakers will use in the built space, which,
while compromising the timbre of the unamplified speech, better
presents the full signal path of amplified speech.
Five varying levels of acoustical treatments were modelled,
ranging from the initial design to fully treating every available
surface. Five listener locations are available, including one inside
a faculty office overlooking the atrium which incorporates the
transmission loss of the window glazing and allows for three
different glazing types to be auditioned. Of course, all of these
parameters are freely variable at run time without a need to stop
and restart the source recording. See Figure 5 for an illustration
of the graphical user interface (GUI) used to select the various
options available in this auralization.
In this case, school administrators in attendance were able to
make the connection between the architectural design, the nu-
merical descriptions of the room acoustics, and the percept of
experiencing the described environment through the auralization
in a way that they had not been able to from a written report.
Having come into the auralization sceptical about the need for
the extent of acoustical treatments that we’d recommended, their
final decision was that fully treating the Forum and atrium was a
requirement for the success of the project. They were also alerted
to practical considerations regarding scheduling of Forum pres-
entations and the need to control Café activity during these pres-
entations.
3.5 Algorithmically generated, massively multichannel
outdoor soundscape: 17th Century Churchyard
While not an architectural design problem per se, The Virtual
Paul’s Cross Project [7] represents the current cutting-edge of
Acentech’s auralization program. This project was a joint inves-
tigation led by Dr. John Wall at North Carolina State University
which included the English, architecture, and linguistics depart-
ments at NCSU, the St. Paul’s Cathedral archaeology staff, and
acoustical consultants at Acentech. The goal of the project was to
recreate the soundscape and visual surroundings of John Donne’s
1622 Gunpowder Day sermon at Paul’s Cross in the churchyard
outside of St. Paul’s Cathedral as it was prior to the Great F ire of
London in 1666.
The Paul’s Cross auralization includes the modelled acoustics of
the open churchyard and its surrounding buildings, a 2 hour and
15 minute anechoically-recorded sermon, and an “artificially
intelligent” crowd which is variable in real time from between
zero to 5000 people and that “listens” to the sermon and then
selects appropriate reactions from a custom-produced sample
library. Birds fly overhead, horses trot past at the edges of the
crowd, dogs b ark, and the bells o f St. Paul’s mark the quarter
hours. All of this is observable from twelve different listener
locations, and crowd size and listener location are variable during
playback without any interruption to the sermon.
The ability to generate the full soundscape in real time was abso-
lutely critical to the success of this project. If we had been re-
quired to hand-arrange all of the crowd reactions and ambient
sound events, we would have been faced with a task comparable
to doing sound design for a feature-length film which would have
required an amount of work drastically outside the project
budget. By using statistical models to drive the auralization, we
Figure 5: The GUI (Graphical User Interface) of the Olin Business School Forum auralization,
constructed in MaxMSP.
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Proc. of the EAA Joint Symposium on Auralization and Ambisonics, Berlin, Germany, 3-5 April 2014
were able to specify model parameters and then automatically
generate all of the ambient sounds, with that added benefit that
no two listens through the sermon are exactly the same. Also, not
needing to pre-render the audio substantially reduced the size of
the data assets. As an example, the audio assets for the auraliza-
tion total 2.6 GB of data. If all configurations of the auralization
were to be pre-rendered, it would result in 240 GB of data, al-
most a hundredfold increase. As we have seen in other cases,
real-time auralization allows the sermon to run continuously
while model parameters are changed, resulting in a notably more
enveloping and believable aural experience for the listener.
While triggering the more static environmental sounds of wind,
animals, and church bells was fairly straightforward, generating a
crowd that could track the dynamics of the sermon was a greater
challenge. A rudimentary artificial intelligence (AI) was written
in Max that listens to the sermon and then selects a sample from
the library of crowd recordings of an appropriately intense re-
sponse. The full crowd is made up of ninety independent in-
stances of this AI, which are tiled across the soundfield of the
churchyard. Each AI’s behaviou r preferences are randomized at
runtime. This allows the impression of a very large crowd of
independent listeners to be generated from a small amount of
source material.
To fully model each node of the AI and environmental sound
within CATT would have required 250 days of processing time
and 400 additional channels of real-time convolution. Instead, a
simplified approach was taken. The dry output of each AI and
environmental sound generator was encoded into an ambisonic
signal to give the direct sound the appropriate spatial and level
cues in the final presentation. Then, the omnidirectional channels
(W in B-Format parlance) of all of the AIs and effects were
summed together and convolved with a set of impulses derived
from an omnidirectional source in the center of the churchyard
with the direct sound removed. Thus, the direct sound is pre-
sented in a spatially accurate way via the ambisonic encoding of
the dry audience and effects, and the reverberant sound is still
perceived as coming from reflective surfaces that are accurately
placed around the listener. Since precise spatial localization was
desired for the preacher and the church bells, they are auralized
with dedicated sources with appropriate directional characteris-
tics in the model. Even with the shortcuts for reducing the chan-
nel load of the ambient sound sources, the Paul’s Cross auraliza-
tion requires over 100 concurrent audio playback channels (but
only 12 convolution channels, due to the simplifications de-
scribed above) when the crowd size is set to its maximum.
The Virtual Paul’s Cross auralization has facilitated a new level
of conversation and inquiry into Donne’s preaching and more
broadly of the experience of the churchgoing public of 17th
century England. We have been able to provide a direct experi-
ence of the way an unamplified voice interacts with an outdoor
forum such as the historical Paul’s Yard and of how speech
intelligibility and loudness change for many listener positions
and crowd sizes. Being able to switch between listener positions
and crowd sizes immediately and in real time allows for much
easier and more natural comparisons to be drawn from the aurali-
zation than would be possible from tabular data and opens the
experience up to a wide range of interested listeners who lack the
acoustical knowledge to gain a meaningful understanding of
aural events from technical descriptions of them.
Figure 6: A rendering of Paul's Cross, ouside of St.
Paul's Cathedral, London, UK
4 CONCLUSIONS
We have found auralization to be uniquely capable of bridging
the “communication gap” between acousticians, architects, and
project stakeholders in our consulting practice. Allowing parties
to come together and listen as a group to the acoustical implica-
tions and possibilities of architectural design decisions facilitates
understanding in a powerful way that allows for rapid and har-
monious decision making. In many cases, auralization is not only
the best way to communicate acoustical information, but can
result in overall cost savings to a project by reducing the need for
revisions during the design process or renovations to correct
problems after construction.
In particular, a real-time auralization system allows for richer and
more immersive auralizations, without interrupting the flow of
the source material and an immediate response of the sound to
interactions with the presentation GUI. A real-time system also
results in substantial time and cost savings to the client, and
allows both initial development as well as revisions as the project
progresses to happen on a schedule consistent with the aggressive
timelines of many architectural projects.
5 REFERENCES
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Of the EAA Symposium on Auralization, Espoo, Finland,
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[2] J. Sacks, “Auralization for P ublic Spaces,” Proc. Internoise
2009, Ottawa, Ontario, Canada, August 23-26 2009, 2009.
[3] HISS: Huddersfield Immersive Sound System, (University
of Huddersfield), http://www.thehiss.org/ , accessed 25 Nov.
2013.
[4] Ambisonics Externals for MaxMSP, (Institute for Computer
Music and Sound Technology, Zurich University of the
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externals-for-maxmsp/ , accessed 15 Jan. 2013.
[5] Ambisonic tools for Max/MSP, (Institute for Computer
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