Paper Presentations

Morning session


Registration desk open




Stephane Letz e.a.

What’s new in JACK2?

JACK2 is the future JACK version based on the C++ multiprocessors Jackdmp version. This paper presents recent developments: the D-Bus based server control system, NetJack2 the redesigned network components for JACK and pro=EF=AC=81ling tools developed during port on Solaris.


Juuso Alasuutari

LASH Audio Session Handler: Past, Present, and Future

The LASH Audio Session Handler is a framework for saving and recalling the combined state of a collection of running audio programs. It is a central part of the Linux audio desktop, and its success or failure may well shape the way Linux audio software is received by a larger demography of users. During the past year, LASH has become ore tightly integrated with modern desktop environments and continues to evolve in this direction.

Afternoon session


Jörn Nettingsmeier

Shake, rattle and roll – An attempt to create a “spatially correct” Ambisonic mixdown of a multi-miked organ concert

In Summer 2008, the world’s first wave field synthesis live transmission (of Olivier Messiaen’s “Livre du Saint Sacrement”) took place between Cologne Cathedral and the WFS auditorium at Technische Universität Berlin. The music was captured by 20 microphones with a mixture of spot miking and Hamasaki square technique, i.e. without a dedicated “Hauptmikrofon”, as this was found desirable for the intended reconstruction on a WFS system.
This paper describes an attempt to reconstruct the “original” spatial distribution of the three widely separated organ works from the concert recordings using Ambisonic encoding. The actual azimuths and elevations of the spot mikes were measured relative to a carefully chosen “virtual” listening position and recreated with ambisonic panning. The toolkit used for post-production (and the live transmission setup as well) consists exclusively of free software, centered around Ardour and Jack on a Linux system.


Jan Jacob Hofmann

Crafting Sound In Space

This presentation/paper will briefly discuss Ambisonics, analyze requirements for working with Ambisonics for composition, and will discuss different strategies of working with blue and Csound to compose using Ambisonics for spatialisation of sound.


Pau Arumi e.a.

3D audio with CLAM and Blender’s Game En­gine

Blender can be used as a 3D scene modeler, editor, animator, renderer and game engine. In this paper, we describe how it can be linked to a 3D sound platform working within the CLAM framework, and make special emphasis on a specific application:
the recently launched “Yo Frankie!” open content game for the Blender Game Engine. The game was hacked to interact with CLAM implementing spatial scene descriptors transmited over the Open Sound Control protocol, allowing to experiment with many different spacialization and acoustic simulation algorithms.


Michael Chapman

Ambisuite/Ambman: A utility for transforming Ambisonic files

The creation of a utility for converting and transforming ambisonic files is described. The challenges of making such a utility as independent as possible of the user’s platform and of adding a GUI to what was initially a command line tool are detailed. Though the original version was released over a year ago, a greatly revised version of
Ambisuite (ver. 0.6.0 ) is due to be released to coincide with LAC2009.






First CoOncert