RIPL — SPATIALIZER FOR LIVE & INSTALLED SOUND
Best audio tool for sound spatialization PRIVATE BETA — RELEASE Q4 2026
RIPL is a real-time spatializer that provided the best audio rendering quality while staying as simple to operate — open to any speaker brand or implementation, at a fair price.
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OUR APPROACH
No more trade-off between quality and simplicity
Until now, the most advanced spatialization has stayed locked inside closed ecosystems — a proprietary processor, a single brand of loudspeakers, an operator trained for the system. The tools that reach the highest rendering quality are also the most complex, the most expensive and the least open; everything simpler stops well short of the state of the art.
Fifteen years inside these systems convinced us the trade-off was never necessary. RIPL delivers genuinely state-of-the-art spatialization — going further to even the best wave field synthesis solutions— yet trying to facilitate the usage of those solutions, in open software that runs on any audio interface and any loudspeaker brand. The same engine we license to our OEM partners, with none of the lock-in: top-tier rendering and everyday simplicity, in a single tool.
ONE ENGINE
One engine to fit every situation
MODE 1 — LOW
Not much knowledge needed — approximate speaker positions is enough. Immediate, natural spatialization for quick installs.
MODE 2 — MID
Add precise speaker positions and RIPL engages adaptive delays — virtual localization sharply improves.
MODE 3 — HIGH
Add speaker types and directivity for full WFS rendering with per-path filtering — an exclusive state of the art algorithm, with any comprise on latency on CPU usage.
CAPABILITIES
Everything input possible
Source formats
MONO
STEREO
MULTICHANNEL
AMBISONIC — HOA 1-3
DIRECT TO OUTPUT
SMART SOURCES
Every input format, one source model
Mono, stereo, multichannel, ambisonic or direct-to-output — every input runs through a single source model, with the same parameters and the same spatialization. Multichannel sources spread automatically around their position, and B-format or HOA streams (up to 3rd order, 16 channels) decode straight to your layout with spherical-harmonic beamforming and A/B-format conversion — plug an AMBEO or Zylia mic directly in. A direct-to-output source bypasses spatialization entirely, routing straight to the channels you choose.
Stereo gets particular care. Since almost all music is still stereo, RIPL upmixes it with our proprietary HSR algorithm — a time-domain method that extracts the spatial image actually encoded in the mix and unfolds it across the speakers the source is assigned to, preserving energy and timbre with no phase artifacts. Not two mono objects panned apart, but the real space inside the stereo, mapped onto that object's own outputs.
Direct import
EASY ONBOARDING
Up and running in minutes
Getting set up is immediate: create sources in a few clicks, or pull them straight from your DAW. RIPL opens Ableton Live (.als) and Reaper (.rpp) sessions natively — tracks become named, colored sources, DAW groups become RIPL groups, markers become timecoded snapshots. No Send/Return chains to wire.
Connect a Yamaha console (CL, QL, RIVAGE, DM7) over RCP and names, colors, faders and mutes sync both ways, with auto-discovery on the network. And to stay as open as possible, import and export with the other spatialization platforms is on the way — so your work moves freely between systems.
Speaker setup
LAYOUT, RIG & FIXTURES
From a 7.1.4 bed to a full dome
Start from the layouts you actually use: a 7.1.4 immersive bed for Atmos-style mixing, a frontal array for concerts and performance halls — where the sound stays in front of the audience — or a full dome for 360° three-dimensional coverage. Place whole speaker sets in seconds with Point, Line and Surface rigs: set a start, an end and a count, RIPL positions and orients every box; move the rig and they all follow. In all, RIPL drives up to 64 speakers, depending on your version.
Just like in lighting, fixtures save a configuration once and let you reuse it everywhere — both its geometry and each speaker's parameters: coverage & per-speaker DSP. Build your fixture library and recall it from project to project, on any brand of loudspeaker.
Speakers, one bus
GROUPS = BUSES
Mix groups like on a console
No separate bus matrix: a speaker group is a bus — gain, mute, auto or manual delay computed from the actual topology. Each source routes to one or several groups with independent gain per crossing. You can create an unlimited number of groups.
Per-source crossover
Speaker management, rethought
The crossover lives in the source, not in a bus
Each source carries its own crossover. It splits into up to 4 ways — SUB, LF, MF, HF — and every band then routes on its own, with independent gain, delay and polarity.
From there you decide exactly which frequencies reach which speakers: sub management and system distribution live inside the source itself, source by source, for the most precise control possible.
Reverb modes
CONVOLUTION
PARAMETRIC
DIGITAL
THREE REVERB MODES
Unlimited reverbs, three distinct characters
Convolution — to adapt venues that already exist: a proprietary convolution engine with early reflections computed from each source's real position. Load a measured space, and play inside it.
Parametric — to bring realism to virtual sources: shape the reverb precisely like a studio unit (RT60 from Sabine or manual override), designed from the ground up for spatial distribution.
Digital — the creative one: the most iconic, colorful reverb characters of the last 50 years — plates, halls, nonlinear, spring — brought up to date for multi-speaker systems and spatialized through spherical harmonics.
Binaural monitoring
MONITORING
Binaural monitoring, tuned to every ear
At the heart of it is BSE (Binaural Sound Engine) — our proprietary binaural algorithm. Where others rely on a fixed, generic HRTF, BSE is fully parametric: it adapts to each listener’s own ears to get as close as possible to how they actually hear. You can still import and export SOFA profiles — and even build your own custom version.
Use it to audition your sources on headphones; in pre-production, to hear the real venue and its speakers from any position; or in transaural, to recreate the full spatial environment on a plain pair of loudspeakers.
The same engine powers monitoring for performers: each musician hears the sound scene from their own point of view, on their own monitor — up to 16 — each with its dedicated mix matrix.
Plugin formats
SELF-CONTAINED SOURCES
Plugins and players, inside the spatializer
8 VST3 / Audio Units slots per source: your EQs, compressors and effects directly in the spatialization chain. For simple shows, no DAW needed at all.
Each source also has its own disk player — WAV/AIFF with in/out points, loop, automatic crossfade, sample-rate conversion, waveform and metering in the interface. Thisallows RIPL to be autonomous for installations.
Open standards
Open in, open out
ADM → RIPL
From Dolby Atmos to physical spatialization
A complete ADM player (BW64, ITU-R BS.2076): import ADM masters like Atmos— beds, objects and all position/gain/width automation — route them automatically to RIPL sources, with per-object metering and LTC sync for video.
ADM-OSC v1.0 runs both ways live: receive positions from Reaper or Nuendo, send source states back, auto-create sources from incoming objects. Mix in Atmos on a standard workflow, then re-spatialize it in WFS on the real system.
Beyond ADM, RIPL stays open all the way: OSC and MIDI carry every parameter both in and out, and LTC timecode runs in and out too — so it drops into any DAW, console or show controller, with nothing locked in.
Trajectories



BUILT FOR THE SHOW
Snapshots, trajectories, timecode, Link
Full-scene snapshots with parameterized crossfades; trajectory keyframes with smooth interpolation, triggered by timecode or jumps; LTC encode/decode for video sync.
Ableton Link opens RIPL to electronic live, DJ sets and performances — territory where classic spatializers barely exist. Complete OSC control from QLab, Chataigne, Millumin or any show controller.
DSP inside the speaker
PER-SPEAKER DSP
A full processor in every speaker, plus interference canceling
Every speaker has its own integrated processing chain: EQ/FIR Filter, compressor & limiter. For small and mid-size systems, that replaces the external speaker processor. With GLL & CLF integration you can optimise your speaker for your system & your room. Combined with ASIM, you can calculate the optimal configuration of your speaker for your venue.
With ICS — exclusive to RIPL, from our OEM R&D — tracks up to 28 interfering source pairs per speaker and applies inverse comb filters in real time, measurably reducing the coloration every other spatializer lives with.
PRICING
One-time payment, no subscription fees.
Every tier includes the full engine — three modes engine, unlimited reverbs, ADM, DAW import, console integration, per-speaker DSP. All licenses include minor updates. No dedicated server, no proprietary processor: a laptop, an audio interface, one license. Available for macOS & Windows. Multiple activation licences available on demande.
RIPL 16
64 sources × 16 outputs
350 €
permanent license
RIPL 24
64 sources × 24 outputs
650 €
permanent license
RIPL 32
64 sources × 32 outputs
800 €
permanent license
RIPL 32+
128 sources × 32 outputs
1100 €
permanent license
RIPL 64
128 sources × 64 outputs
1490 €
permanent license
SPECIFICATIONS
Engineered for the show, not the lab
Native C++ engine, multi-threaded and RT-safe. The same core is available as an OEM library for processor manufacturers.
For preparation and acoustic studies, RIPL pairs with ASIM — together they cover the chain from simulation to show, with no manufacturer lock-in.
| Sources | Up to 128 objects — mono, stereo (HSR upmix), multichannel, HOA 1–3, direct-to-output |
| Outputs | Up to 64 speaker channels + 16 stereo monitors |
| Crossover | Per source, 1–4 ways (SUB/LF/MF/HF), 6–48 dB/oct, independent band routing |
| Groups | Unlimited speaker groups / buses — gain, mute, auto-delay |
| Reverbs | 3 modes — convolution, parametric, digital — unlimited instances |
| Monitoring | 16 binaural monitors — parametric BSE (no SOFA needed), SOFA import / export, transaural |
| Per-speaker DSP | Parametric EQ + soft-knee compressor + look-ahead limiter, per output |
| ICS | Interference Cancelling System — up to 28 source pairs per speaker |
| Plugins | 8 VST3 / AU slots + disk player, per source |
| Latency | 32 / 64 samples — low-latency engine; zero-latency convolution reverbs |
| Sample rates | 44.1 – 192 kHz — all standard rates |
| Sessions | Native Ableton Live (.als) and Reaper (.rpp) import |
| Consoles | Yamaha CL / QL / RIVAGE / DM7 — bidirectional RCP |
| ADM | BW64 player (ITU-R BS.2076) + ADM-OSC v1.0 in / out |
| Show control | Snapshots · trajectories · LTC in/out · OSC in/out · MIDI in/out · Ableton Link |
| Export | Per-source WAV · per-speaker multichannel · binaural · BW64 ADM · HOA 1–3 |
| Audio I/O | CoreAudio, ASIO, WASAPI — any interface, any speaker brand |
| File formats | ADM, DXF, IFC · CLF / GLL directivity |
| Platforms | macOS (Apple Silicon & Intel), Windows — server port planned |
PRIVATE BETA
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