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RESEARCH — ACOUSTICS · SOLUTION FAMILY

Source Focusing

Two ways to place a virtual source in front of the array: a light one that works from timing alone, and a more advanced one that reproduces the field across a whole audience.

THE PROBLEM

A focused source is easy to claim, hard to keep

Placing a virtual source between the array and the audience — a voice suspended over the crowd, an effect that arrives from mid-room — is one of the most striking things a spatial system can do. But a focused source is a delicate interference pattern: easy to produce at one point, hard to keep across a room, and quick to collapse into pre-echo and comb filtering when it meets real, non-ideal speakers.

DAM Audio ships two focusing engines for it. They answer the same question — how do you bring a source in front of the array, cleanly? — at different budgets, trading cost and complexity for how much of the audience the illusion has to reach.

FIRST APPROACH

FSS — from timing alone

Focused Source Synthesis is the light approach: it reverses the order in which the loudspeakers fire, so the wavefront converges onto the source position before spreading to the audience — a focused source at the cost of a delay line. An aperture taper trades a little sharpness for cleanliness, and it engages only when the source is genuinely in front of the array, so it can never make things worse.

Delay-and-gain only, FSS costs almost nothing and runs where a full solver cannot — an embedded processor, a lightweight touring rig, the array objects in our Max/MSP externals. Its focus is honest and clean for one listening zone.

SECOND APPROACH

PMS — over a whole area

Pressure-Matched Synthesis is the more advanced engine. It states focusing as a reproduction problem: it solves the loudspeaker signals that recreate the source's sound field across a chosen region of the room, not just one seat. A regularised inverse keeps the result stable across the band, each loudspeaker's real directivity and output feed the solve, and the heavy computation runs off the audio thread — swapped in without a click.

The result is a focused source that holds for a section of the audience rather than a single chair, delivered at zero added latency through the same zero-latency convolution engine as our transaural filters. A safety envelope reports where the geometry can actually hold a clean focus.

WHICH ONE

When to choose which

They form a ladder, not a pair: FSS is the light, portable entry point; PMS is the more advanced, reference-grade engine that holds a full house. Most systems start with FSS for the gesture and step up to PMS when the source has to survive a real audience.

FSS
Method
Delay steering — reversed firing order
Coverage
One listening zone
Cost
Delay-and-gain — embedded-ready
Speaker data
Not required
Best for
Touring, embedded, one-off gestures
Latency
A few samples
PMS
Method
Regularised field reproduction (pressure matching)
Coverage
A whole listening area / audience section
Cost
Background solver + per-speaker FIR
Speaker data
Uses real directivity & sensitivity
Best for
Fixed installs, whole-audience focus
Latency
Zero added

Reach for FSS when…

the rig changes nightly, the processor is small, the focused source is a gesture rather than the centrepiece, and one listening zone is enough. It deploys in minutes and costs almost nothing.

Reach for PMS when…

the source must stay convincing across the whole audience, the install is fixed enough to measure, you have real speaker data, and you can spend the CPU. It is the focus that holds the room.

APPLICATIONS

Where it fits

Immersive venues & theatre

A voice or effect hung in the middle of the room — FSS for a quick cue on a touring rig, PMS when it must read for the whole house.

Themed & experiential

Sound that seems to come from an object out in the space, stable as visitors move — PMS for a fixed zone, FSS where the geometry is simple.

Live events

Spot effects arriving from over the crowd, placed with the rest of the spatial show and delivered with no latency penalty.

Embedded & OEM

FSS focus on a soundbar-class device or fixed-point processor, where a full solver will not fit.

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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