The proposed workshop/tutorial serves as a prequel to the presentation on the history of dynamic loudspeakers given at the 158th Convention (Warsaw, 2025). It focuses on the earliest phase of consumer loudspeaker technology in the 1920s, prior to the widespread adoption of dynamic loudspeakers in the mass market.
Loudspeakers had been in use since the mid-1910s for public address applications, and the rapid global expansion of broadcast radio soon brought loudspeakers into domestic use. The 1920s constituted a period of rapid innovation in loudspeaker design, preceding the introduction of the dynamic loudspeaker, which achieved significant commercial impact only in the latter part of the decade.
The workshop/tutorial will examine consumer loudspeaker technologies of the 1920s, the concurrent advancements in audio electronics and signal sources that enabled subsequent developments, and the earliest efforts in systematic loudspeaker theory and measurement.
Two loudspeaker types dominated this period: horn loudspeakers driven by electromagnetic drivers similar to those used in headphones and telephone receivers (with headphones, particularly Baldwin models, also serving as the basis for do-it-yourself loudspeakers), and open-baffle cone loudspeakers, frequently actuated by electromagnetic reed drivers.
Although these transducer technologies were rapidly superseded during the following decade, the electromagnetic loudspeaker era already featured multi-way loudspeakers employing passive crossovers. Early measurements exposed deficiencies in frequency response, leading to the introduction of equalisation techniques, including notch filters, to correct these responses.
Developments in amplification were equally significant. The 1920s saw the introduction of push-pull amplifiers (described at the time as “distortionless”) and, as a key contributor to improved bandwidth and reduced distortion, new audio transformers derived from Bell Labs’ telephone research. Amplifier power limitations nevertheless remained a dominant constraint in loudspeaker design, resulting in the widespread use of strong resonances to achieve high sensitivity. Improvements in signal source quality from the mid-1920s onwards — including advances in radio transmission and the introduction of electrical disc recording and playback — further increased the demand for improved loudspeaker performance, ultimately contributing to the development of dynamic loudspeakers. In contrast, headphone technology appears to have undergone relatively little development during this period.
The tutorial will conclude with a brief overview of the loudspeaker manufacturing landscape of the era, noting that only a small proportion of manufacturers survived the transition to dynamic loudspeaker technology.
There are many types of different distortions that can be measured from linear to non-linear distortion. Often the two are convoluted together and the linear distortion influences the non-linear distortion. Distortion is also very signal and level dependent and it is hard to compare one type of distortion measurement to another. There are many type of non-linear distortion metrics, e.g. THD, THD+N and IMD being the most classic ones using sine tones as the test signal. But how can we measure distortion with real signals such as speech and music or even noise and compare the results to audibility? This tutorial discusses a wide range of distortion measurements, discusses what is audible and what distortion sounds like.
Steve Temme is founder and President of Listen, Inc., manufacturer of the SoundCheck audio test system. Steve founded the company in 1995, and for the past 30 years the company has remained on the cutting edge of research into audio measurement, regularly introducing new measurement... Read More →
Thursday May 28, 2026 10:00am - 11:00am CEST Aud 49Technical University of Denmark Asmussens Alle, Building 303A DK-2800 Kgs. Lyngby Denmark
Accurate characterization of the three-dimensional sound radiation of outdoor public-address (PA) systems is essential for sound system engineering, environmental noise assessment, neighbourhood protection, and the validation of prediction models. In current practice, field measurements around performance stages are typically restricted to receiver heights below 5 m, limiting insight into sound radiation at elevated positions and towards the surrounding environment. This tutorial presents a measurement approach using an unmanned aerial vehicle (UAV) as a platform for Class 1 sound level measurements, enabling in-situ characterization of large-scale PA systems sound radiation in three dimensions. A controlled case study was conducted at an open-air festival site in Belgium where the sound radiation of a professional line-array PA system was measured at heights of 2 m and 30 m using both conventional ground-based measurements and a drone-mounted sound level meter. To ensure compatibility with standard sound engineering and environmental noise practice, strict Class 1 methodology was applied, including the use of an omnidirectional microphone, broadband excitation signals, and background noise correction in accordance with ISO 1996-2. Drone self-noise was quantified under operational conditions, and measurement data not meeting signal-to-noise validity criteria were excluded. The results show that reliable drone-based measurements are achievable in the low-frequency range from 25 to 315 Hz, which is of primary relevance for outdoor music systems and community noise impact and disturbance. Directivity indices derived at elevated height reveal weaker low-frequency directivity compared to ground-level measurements. This provides new insight into vertical sound radiation behaviour of festival PA systems. A comparison between measured and modelled sound levels demonstrates good agreement in terms of angular distribution and relative level differences. The proposed drone-based measurement approach enables three-dimensional sound field characterization of outdoor PA systems that is not attainable using conventional techniques. The method provides valuable data for sound system engineering leading to validation of prediction models and environmental noise assessment. This three-dimensional decibel measurement represents a step towards standardized UAV-based measurement methodologies for large-scale outdoor sound reinforcement systems. This tutorial will describe in detail the protocol to operate a measurement drone flight. After the presentation a practical demonstration of the drone platform will be held outside of the building.
Thursday May 28, 2026 10:00am - 11:00am CEST Building 302, 2nd floorTechnical University of Denmark Asmussens Alle, Building 302 DK-2800 Kgs. Lyngby Denmark
Before digital signal processing took over electronic keyboard instruments, they were implemented using analogue circuits that used tubes/valves, transistors, and even neon lightbulbs! Yet using these components keyboards were developed that could mimic string and brass ensembles, pianos and harpsichords and many other instruments. How did they do it?
The purpose of this tutorial is to look at both the architecture and the circuitry of these instruments. And show how amazing results could be achieved using comparatively simple electronic circuitry. It will look at:
1. The basic architecture of these instruments 2. How they generated the right notes, 3. How they desired envelope, 4. And imposed them on the waveform, 5. Simulated the effect of many instruments playing together.
It will also look at how, if it was required, touch sensitivity could be achieved, such as in electronic pianos. Where possible there will be audio examples demonstrating the sounds that could be achieved.
For many people who have only ever experienced the digital world it will be illuminating to see just how much could be achieved by comparatively simple circuits. In those days electronic components were expensive so considerable ingenuity was expended in minimising the total number of components required.
These instruments are part of our musical and audio heritage and the circuit techniques they used are in danger of being forgotten so this tutorial will be a timely reminder of what used to be done. It may also provide useful information to people who are attempting to model these instruments using modern digital methods.
The tutorial will be accessible to everyone, you will not have to be an electronic engineer to understand the principles behind these unique pieces of audio engineering history.
Jamie Angus-Whiteoak Is Emeritus Professor of Audio Technology at Salford University and VP for Northern Europe.
Her interest in audio was crystallized aged 11 when she visited the WOR studios, NYC, in 1967 on a school trip. After this she was hooked, and spent much of her free ti... Read More →
Thursday May 28, 2026 10:00am - 11:00am CEST Aud 41Technical University of Denmark Asmussens Alle, Building 303A DK-2800 Kgs. Lyngby Denmark
The ECHO Project (Exploring the Cinematic Hemisphere for Orchestra) is a collaborative initiative investigating 3D microphone array techniques for orchestral recording. Building on the 3D-MARCo initiative, the project provides a platform for sound engineers, composers, researchers, and students to explore and experiment with immersive recording approaches. As part of this effort, an open-access database of high-quality orchestral recordings was created from sessions at AIR Studios, London, featuring Oscar-winning composer Volker Bertelmann and the London Contemporary Orchestra.The ECHO database contains recordings of four musical pieces captured using up to 143 microphone capsules, including seven expert-designed microphone arrays, spot microphones, a dummy head, and a higher-order spherical microphone system. The database enables comparison of different recording techniques and supports experimentation with microphone mixing, making it a valuable resource for research, teaching, and immersive audio production. This workshop will introduce the microphone arrays, describe the recording process and immersive compositional approach, and showcase selected recordings in 7.1.4.
Recording Producer and Balance Engineer with 50 GRAMMY-nominations, 42 of these in craft categories Best Engineered Album, Best Surround Sound Album, Best Immersive Audio Album and Producer of the Year. Founder and CEO of the record label 2L. Grammy Award-winner 2020 and 2026. Immersive... Read More →
Thursday May 28, 2026 10:00am - 11:00am CEST Aud 31Technical University of Denmark Asmussens Alle, Building 306 DK-2800 Kgs. Lyngby Denmark
Multichannel audio formats require an attention to channels' correlations and sometimes special approach. In this workshop, we would like to continue the discussion started at AES Show 2025 in LA and show how you can use different measurement tools to avoid certain problems in the final mix. For example, the mutual influence between the upper and main beds in immersive layout or problems in the LFE channel and how to check the mix for the correlation issues outside the sweet spot.
The demand for wireless audio expands constantly, while the available RF spectrum over recent decades has shrunk and become more crowded. This session will explore strategies for making wireless audio work cleanly and reliably, essential information for live production, as well as TV and film production.
Loudspeaker monitoring is the reference when audio professionals evaluate content. Headphones are also important quality-checking tools; and many consumers enjoy music using “close-fitting listening devices”, as all different flavours of headphones are known in recent standards writing.
We discuss the two reproduction methods from perceptual, recording and mastering perspectives; especially differences in timbre, imaging and auditory envelopment when listening to stereo. Applications of headphones in recording, when setting up and trimming stereo or 3D microphone arrays, are also practically detailed.
In the last part of the workshop, attendees are invited to personally compare the two domains on the qualities and applications discussed; with guided listening to audio examples between a pair of precision nearfield monitors, Genelec 8351B, and a pair of excellent headphones, Audeze CRBN2.
Stefan Bock, born 20.08.1964 in southern Germany was starting his career in 1987 as an audio engineer. After freelancing in different facilities in Munich, he co-founded msm-studios in 1991 where he was the Chief Mastering Engineer and General Manager.
Recording Producer and Balance Engineer with 50 GRAMMY-nominations, 42 of these in craft categories Best Engineered Album, Best Surround Sound Album, Best Immersive Audio Album and Producer of the Year. Founder and CEO of the record label 2L. Grammy Award-winner 2020 and 2026. Immersive... Read More →
Virtual acoustics and active acoustic systems are increasingly used in architectural acoustics to extend the acoustic response of performance spaces. While these technologies have traditionally been associated with concert halls, theaters, and multipurpose venues, their application has recently expanded to more controlled environments such as recording studios and music production spaces.
This tutorial introduces the fundamental principles of virtual acoustics implemented through active acoustic systems, starting from their role in architectural acoustics and room acoustics enhancement. Basic concepts such as room impulse responses, acoustical parameters, system architectures, and feedback control strategies are presented at an introductory level, with emphasis on common practices and practical limitations. The discussion then progressively narrows to the specific case of recording studios, where virtual acoustics are used not only to simulate performance spaces, but also to influence musical performance, comfort, and interaction during recording sessions, including the use of immersive microphone techniques.
Through practical examples and listening demonstrations developed at the Immersive Medial Laboratory in the Department of Music Research of McGill University, the tutorial illustrates how different virtual acoustic conditions can be designed and applied in studio contexts, highlighting their perceptual effects and implications for musicians, recording engineers, and producers. The tutorial aims to provide attendees with a clear conceptual framework and practical insight into how virtual acoustics and active sound reinforcement systems can be effectively employed across architectural and studio applications, preparing the audience for more advanced technical discussions on these topics.
Obsidian Neural is a novel, open-source VST3 plugin that addresses the technical challenges of integrating generative AI models directly into a low-latency digital audio workstation (DAW) environment. This workshop will provide a deep dive into the architecture designed to use AI as a real-time performance instrument. We will cover the C++/DSP strategies necessary for minimizing latency during the asynchronous generation of audio loops via models like Stable Audio Open. Crucially, we will detail the system's ability to maintain musical coherence during a live mix, achieved through an internal LLM "Brain" that processes contextual session data (BPM, key, existing tracks) to enrich generation prompts. Furthermore, we will explore the technical solutions implemented for seamless integration with the live mixing paradigm: quantized MIDI triggering, multi-output routing, and the novel "Draw-to-Sound" feature, which employs a Vision Language Model (VLM) to translate visual input into musical parameters. This work demonstrates a robust framework for generative AI to function as an instantaneous, adaptable partner within professional audio engineering workflows.
Friday May 29, 2026 11:00am - 12:00pm CEST Building 302, 2nd floorTechnical University of Denmark Asmussens Alle, Building 302 DK-2800 Kgs. Lyngby Denmark
Speech intelligibility is a key factor in successful communication across various domains, including research, post-production for film and television, live sound reinforcement, and audio production. Traditional assessment methods often lack objectivity or fail to capture the listener’s experience in real-world scenarios. In this workshop, we introduce an innovative approach to measuring speech intelligibility based on the concept of “Listening Effort.” We will present the underlying technology, share practical examples from different application areas, and demonstrate how this method can be integrated into workflows to optimize intelligibility. Attendees will have the opportunity to participate in a hands-on demonstration and discuss potential use cases relevant to their own work. This session is designed for professionals and researchers seeking reliable and actionable tools for evaluating and improving speech intelligibility in diverse environments. In this workshop, we present a new technology for measuring speech intelligibility (“Listening Effort”). The method is used in research, post-production (film/TV), live sound, and audio production. The session is aimed at professionals from both academia and industry who are interested in objectively assessing and optimizing speech intelligibility.
Participants will be able to join a short demo/exercise and ask questions.
Introduction & Relevance: Overview of the importance of speech intelligibility across different fields Technology & Methodology: Presentation of the measurement method and underlying concepts Practical Examples: Case studies from research, post-production (film/TV), live sound, and production Live Demo / Interactive Exercise: Practical demonstration and opportunity for active participation Discussion & Outlook: Q&A, exchange of ideas, and future perspectives
With the omnipresence of immersive audio the loudness agenda has been pushed out of the spotlight. While there are important areas (like TV) where the introduction has been a resounding success with a complete paradigm shift, others have not yet fully embraced the "auditory cease fire" (Radio) or even searched for ways to counteract loudness normalisation or still gain a loudness advantage (pop music). In this workshop, two veterans of the EBU loudness group PLOUD will elaborate on potential meta-reasons for the resistance in the latter areas as well as survey recent developments and challenges.
3D audio allows music to be experienced as an immersive spatial environment. By distributing musical elements around the listener, the perception of width, depth, and presence is enhanced, allowing individual sounds to have a greater emotional impact.
In this workshop, Lasse Nipkow presents a creative concept in which recordings of acoustic instruments are used to create a virtual sound space via 3D audio. The workshop illustrates how spatial hearing, auditory fusion, and perceptual grouping allow multiple tracks of a single instrument to be perceived as a coherent sound. Different instruments located at the same position in space merge into a new, unified sound, while perceptual grouping organizes similar sounds into a spatially coherent connection. Lasse Nipkow clearly explains the psychoacoustic principles and demonstrates how the ear integrates distributed sound sources into a unified musical experience.
Compelling listening examples are presented during the workshop, both as complete 3D audio mixes and as groups and individual tracks. This allows participants to understand how the distribution of sounds in space, fusion, and grouping work together in immersive music production.
Lasse Nipkow – 3D Audio Opinion Leader & Spatial Design Specialist Lasse Nipkow shapes the intersection of immersive audio production, spatial perception, and high-end listening environments.He develops perceptual approaches to 3D audio in collaboration with leading producers and engineers, connecting musical practice with how sound is actually experi... Read More →
Saturday May 30, 2026 9:00am - 10:00am CEST Aud 31Technical University of Denmark Asmussens Alle, Building 306 DK-2800 Kgs. Lyngby Denmark
This tutorial lecture is intended to present the basic concepts of Physical Modelling (PM) sound synthesis. The motivation behind the presentation is to increase the awareness of the audio community of the existence of this synthesis method, as an alternative to the much more widespread subtractive synthesis approach.
Physical modelling synthesis allows for the creation of realistic acoustic instrument timbres, as well as avant-garde sound design constructs, in a way that is much more approachable and intuitive than FM synthesis.
The lecture is intended for the beginner adept of sound design, as well as the general audio public, so no prior knowledge is required beyond a basic, intuitive understanding of sound. Auditory examples will be presented using a software modular synthesiser environment, as well as dedicated physical modelling virtual instruments/effects plugins within a Digital Audio Workstation application.
The presented concepts are applicable to the field of sound design for music, film, gaming, and audiovisual arts, as well as to teaching acoustics and musical instrument studies in the classroom.
Topics covered: -PM synthesis premise -Comparison to subtractive synthesis -Concept of a resonant model (Karplus–Strong oscillator) -Simple and complex resonators, resonator coupling, exciters, modifiers, pickups, and instrument body resonance -Typical PM synthesiser architecture and workflow -Signal processors/effects utilising physical modelling (e.g. modal reverb) -Dedicated virtual instruments for realistic acoustic and electroacoustic instrument synthesis
All sound and workflow examples will be presented in a technology-neutral way (using a variety of physical modelling plugins from different vendors).
Educator / Sound Designer, Akademia Realizacji Dźwięku
Audio engineering educator at the Academy of Sound Engineering in Warsaw and sound designer at the self-owned KNOBZ.NET studio.Specializes in sound synthesis, acoustics, MIDI, field recording, sampling, and SFX production.Brings over a decade of professional experience in teaching, educational content development, and the creation of soundbanks, sample libraries, as well... Read More →
Saturday May 30, 2026 9:00am - 10:00am CEST Aud 41Technical University of Denmark Asmussens Alle, Building 303A DK-2800 Kgs. Lyngby Denmark
Most contemporary immersive audio production workflows are centered on discrete channel-based loudspeaker formats such as 7.1.4. These formats are rarely experienced by most consumers and listeners, particularly in music playback. In practice, spatial audio is predominantly delivered via binaural reproduction. Beyond headphones, head-tracked loudspeaker array systems now enable convincing binaural reproduction in a practical, listener-centric manner, unlocking spatial audio over loudspeakers for ordinary listeners. This positions binaural reproduction not as a secondary translation, but as the core delivery format for immersive audio consumption.
Creating primarily for fixed speaker layouts can impose creative and technical constraints often resulting in restrained spatial design when content is later rendered binaurally. This workshop advocates a binaural-centric approach to spatial audio creation, treating binaural as the main deliverable, while preserving compatibility with discrete channel-based systems. Through discussion and practical examples, we will explore how designing with binaural in mind enables more expressive, perceptually robust, and immersive experiences across both headphone and loudspeaker-based binaural playback, without relying on traditional 7.1.4-centric production models.
Binaural audio is fundamental to delivering immersive spatial audio, however traditionally playback has been limited to headphones. A combination of cross-talk cancellation (CTC) technology and beamforming allows for binaural audio playback over loudspeaker arrays by focusing sound exactly at the listener’s ears. This enables binaural audio to be reproduced using just compact loudspeaker arrays in front of the listener.
The approach relies upon accurate knowledge of the listener’s instantaneous head position, thus combining a head-tracking system with position-adaptive loudspeaker beamforming. This workshop explores CTC-based spatial audio as a system: introducing the theory of CTC-based binaural audio reproduction, and the practicality of introducing head-tracking into such a system. The workshop will include a live-demonstration of head-tracked binaural audio delivery over loudspeakers using a soundbar.
I am a Research & Development Engineer at Audioscenic, where we are developing the next generation of 3D Audio Technology using binaural audio over loudspeakers.
Saturday May 30, 2026 11:00am - 12:00pm CEST Aud 41Technical University of Denmark Asmussens Alle, Building 303A DK-2800 Kgs. Lyngby Denmark
Imagine that you just finished designing and are now managing your dream immersive audio mix room for a client with an array of 64 speakers and it functions beautifully - then CoVid19 wreaks global havoc. You find yourself suddenly isolated in a new country, forced into retirement with its budgetary restrictions, and your dream studio has become an early victim to the pandemic. What would be your next move?
In this real-life story, follow the adventures of an intrepid audio engineer and his quest to build a personal version of that immersive studio that was lost – all within a fixed-income retiree’s budget.
In this tutorial, an immersive studio design and construction will be described including:
Inspiration from prior work by the author and colleagues Room design goals Equipment choices Custom electronics design Speaker design considerations Speaker support and position alignment Construction steps VBAP, Ambisonics, and WFS approaches Test mixes