All examples with auralisation are marked with the icon . In order to have an optimal performance when listening to the audios, please use headphones (better than e.g. stereo or surround sound system). You can read more about auralisations, openGL and measurements vs. simulations at the bottom of the page.

DTU Science Park canteen

Lyngby, Denmark.

Restaurant Mlýnec

Prague, Czech Republic.

Ørestad Gymnasium

Copenhagen, Denmark. ​

In ODEON it is possible to simulate how an orchestra, speech, or any other source would sound in the room you wish, at any position. The simulation results in a binaural audio, which is a highly realistic 3D sound or “out-of-head localization”, known as auralisation. For creating the auralisations, a dummy head (having a microphone in the entrance of the left and right ear) is simulated in each receiver position.

  • Streaming convolution: Almost real time. Listen to the room immediately after an impulse response has been calculated; switch between your favourite sound examples (speech, music, hand clap, etc.).
  • Headphone presentation with your preferred HRTF filter and adjustable m-factor: Highly realistic 3D sound; out-of-head localisation
  • Loudspeaker presentation through surround setup. Number of loudspeakers from two to 50: High quality sound presentation of room simulations; for customers or for research.
  • Built-in mixer for multiple sources: Easy management of auralisation with multiple sources.


The examples with a 3D view are taken from the ODEON’s 3D OpenGL, which is an alternative way of checking your room model and the sources and receivers’ positions. The red spheres are sources and the blue spheres are receivers.

When simulating an existing place, it is usually difficult to have the information of the absorption coefficient of every surface in the room. A great idea to make sure your simulations are as real as possible, is to match the results with the measurement.

You can get the impulse responses with a computer, ODEON 12 or newer, a source (omnidirectional) and a microphone (omnidirectional). It is also possible to load the impulse response (.wav audio file) measured with any other device.

After running the multi-point calculation and comparing the measurement vs. simulation results, you should start tuning the model manually, trying different absorption and scattering coefficients in order to have less error. From ODEON 13, the genetic optimization tool is available, which is capable of tuning the model automatically for you.