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RESEARCH

The algorithm portfolio

Every DAM Audio product is assembled from this portfolio of DSP cores. Each algorithm is delivered as C, C++, MATLAB and .dsp source, validated in the field and available for OEM licensing.



Capture
MAR
Microphone Array Rendering
Microphone arrays rendered as a spatial field — any array, any layout.
ALPS
Auto Localization of Performance Speakers
MLS-based 3D measurement of speaker positions.
AFB
Phase-Lock Feedback Suppression
Feedback suppression by phase rotation — zero coloration, 0 samples added.
Processing
HSR
High Space Resolution
Stereo to 64 channels in the time domain — 5 samples of latency.
HCC
Downmix & Bass Management
Phase-aware summing and bass management — no cancellation, no clipping.
ICS
Interference Correction System
Comb-filter correction for multi-speaker playback.
ZLC
Zero-Latency Convolution
Partitioned FIR convolution with no added latency.
Spatialization
ISE
Immersive Sound Engine
Spatial positioning with the Focus parameter — up to 128 × 128.
WFS-X
Wave Field Synthesis 2D/3D
Wavefront synthesis — 128 sources × 64 speakers, artifact-free interpolation.
BSE
Binaural Sound Engine
Parametric binaural rendering — no HRTF convolution.
XTC
Transaural Crosstalk Cancellation
Binaural imaging on loudspeakers, robust sweet spot.
Reverb
VRA
Parametric Spatial Reverb
Ray-traced early reflections + RT60-targeted tail, fully parametric.
HOA-X
High-Order Ambisonic Upscaler
Raise ambisonic order — analyse direction, re-synthesise a sharper field, zero latency.
Acoustics
PMS · FSS
Source Focusing
Two ways to focus a source in front of the array — from timing (FSS) or over a whole area (PMS).
DFC · SFC
Field Control
Two ways to place the array's energy — aim the wavefront (DFC) or contain it in zones (SFC).
APC
Audience Parallax Compensation
Delay, level and tone aligned to the audience, not to the speakers.
ASE
Acoustic Simulation Engine
Hybrid ray-tracing + FDTD room prediction, ISO metrics.
ARE
Active Room Engine
Shape a room's acoustics in real time — correct a difficult space, or design one that never existed.
Delivery
ATX
Audio Transport
A full immersive mix on six fixed channels — constant bandwidth, rendered to any system at the far end.

SOLUTIONS

Assembled for your market

The cores are designed to combine. These are proven starting points — pick your market and follow the chain; each stack ships as one integration, one licence.

Soundbars & TV
HSRXTCICSHCCARE

Stereo in, immersive out: the programme upmixed to the bar's layout, imaged in 3D from two visible drivers by beamforming, interference corrected, bass summed cleanly — and the untreated living-room acoustic tamed actively, so reflections stop blurring the image.

Headphones & mobile

The stereo catalogue widened to immersive, spatial captures sharpened, then rendered as head-tracked binaural — no HRTF measurement, light enough for mobile DSP.

Gaming & XR

Ambience beds sharpened, parametric room reverb, convolution with zero added latency, head-tracked binaural at the output.

Automotive
HSRICSSFCHCCARE

The catalogue upmixed to the cabin, comb filtering of close drivers corrected, per-seat listening zones held, bass managed across the car — and cabin resonance and rolling road noise actively reduced for a quieter, more even space.

Headrest audio
HSRBSEXTC

Per-seat immersive without headphones: the programme upmixed, rendered binaurally, and delivered through the two headrest drivers with crosstalk cancelled — a private 3D image at every seat.

Live & touring processors

Open mics held stable with zero coloration, objects rendered to any rig, wavefronts synthesised on arrays, alignment referenced to the audience.

Installed & experiential
ISESFCAPCARE

Scenes rendered to a fixed geometry, energy contained zone by zone, audience-referenced alignment — and the hall's own acoustic dialled dry-to-live per event, so one room serves the conference and the concert.

Calibration & tuning tools
ALPSASEICSAPC

Speakers located automatically in 3D, the room predicted before install, interference corrected, alignment derived from audience geometry.

Broadcast & streaming
ATXHCCBSE

One fixed-bandwidth stream for the whole immersive catalogue — rendered at the endpoint on speakers, soundbars or head-tracked binaural, with clean fold-downs where needed.

Multi-room & hospitality
ATXSFCHCC

One feed, many rooms: each space renders the same scene to its own system, zones stay contained, level and bass managed per room.

Conferencing & UC
MARAFBBSE

Array capture rendered spatially at the far end, open-mic feedback suppressed, participants placed binaurally on headsets.

Studio monitoring
HCCZLCXTCBSEARE

Fold-down checks without cancellation, zero-latency room correction, immersive monitoring on two speakers or headphones — and the room's acoustic tightened actively, or swapped for another room's, without moving a panel.

Active acoustics

Turn a dry tracking room live or a boomy one dry on demand, or replace its acoustic with a measured hall — held stable and howl-free, with the loudspeakers located automatically.

PRIVATE BETA

Ship these algorithms in your own hardware

Full source code in C, C++, MATLAB and .dsp, with full technical documentation under NDA. Solutions for platforms such as Flow DSP and Audio Weaver are in preparation. Evaluation kits available under NDA.