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RESEARCH — ACOUSTICS · SOLUTION FAMILY

Field Control

Two ways to decide where the array's energy goes: a live one that aims the wavefront, and a more advanced one that carves the room into loud and quiet zones.

THE PROBLEM

Wave field synthesis radiates in every direction

Wave field synthesis reconstructs a correct sound field over a large area — which is exactly why it sprays energy everywhere: into the walls, back at the stage, and on into the next zone. A virtual source has no orientation, and reflective rooms turn that spilled energy into a wash that blurs the whole image. Level and aiming barely help — a loudspeaker still radiates broadly and the room does the rest.

Deciding where sound lands is a control problem, and DAM Audio solves it two ways, at two intensities — one that steers the field, one that confines it.

FIRST APPROACH

DFC — steer the field

Directional Field Control is the live, everyday approach: it weights each loudspeaker by how the virtual source should radiate toward it, and selects and tapers the active part of the array to suppress the truncation lobes that fire into the room. A source gets a real facing — aimed at the crowd, away from walls and open microphones — and the whole system can lean anywhere from wide, faithful synthesis to tight, directional coverage.

It is rendering-side and runs live at zero added latency. Directional control is real in the mid and high frequencies and fades in the bass, where any practical array radiates broadly — DFC does what physics allows and leaves the low end to acoustics.

SECOND APPROACH

SFC — contain the field

Spatial Field Containment is the more advanced engine. It asks the array not only to reproduce a sound where it is wanted, but to cancel it where it is not: a bright listening area and a quiet region are solved together to maximise the contrast between them. It is a personal-sound-zone approach — the field is shaped so energy stays with its audience instead of leaking into the next zone or the walls.

Because the heavy computation is offline, SFC fits a commissioning step rather than the live path: define the zones, optimise, and load a field that already keeps to its boundaries. Contrast is strong in the mid and high frequencies and softens in the bass, as physics dictates.

WHICH ONE

When to choose which

They are a progression, not equals: DFC is the live, everyday control that aims the field; SFC is the more advanced, offline engine that confines it with real contrast. Reach past DFC to SFC when a boundary between loud and quiet has to genuinely hold.

DFC
Goal
Aim the field, reduce spill
Method
Directivity-weighted steering + edge taper
When
Live, per source
Strength
Gentle, continuous directional control
Setup
None — rendering-side
Latency
Zero added
SFC
Goal
Isolate zones — loud here, quiet there
Method
Multi-zone pressure solve (bright / quiet)
When
Offline, per install
Strength
Hard contrast across a defined boundary
Setup
Optimised once for a known geometry
Latency
Zero added (solved offline)

Reach for DFC when…

you want to reduce spill and aim coverage live, per source, without an offline step — tightening a WFS design in a reflective room, keeping energy off open microphones and hard walls.

Reach for SFC when…

you need real contrast across a boundary — two experiences in one hall, a quiet zone to protect — and the geometry is fixed enough to optimise once at commissioning.

APPLICATIONS

Where it fits

Reflective rooms

Keep the field off hard walls and back-of-stage surfaces — DFC live, SFC where a boundary must hold.

Multi-zone spaces

Two experiences in one hall — exhibits, showrooms, museums — kept legible without a wall between them (SFC).

Immersive venues

Give synthesised sources a real facing inside a full WFS design, aimed at the audience (DFC).

Live sound

Aim coverage at the crowd and away from open microphones and reflective boundaries, without extra processing (DFC).

INTEGRATION

Built to live inside your product

DeliveryC · C++ · MATLAB · .dsp — full source code
PlatformsmacOS · Windows · Linux
DSP platformsFlow DSP · Audio Weaver — solutions in preparation
DocumentationWhitepaper — every algorithm explained, in the clear

OEM LICENSING

  • ■  One-time payment per brand
  • ■  Full source code — C, C++, MATLAB, .dsp
  • ■  Whitepaper — all algorithms explained
  • ■  Integration support included
  • ■  Free updates
  • ■  Volume discounts on multiple licenses
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