Open room

Room geometries can be imported from most CAD systems in the .DXF or .3DS format.

During import, surfaces in the same plane are automatically combined into larger polygons to optimise the models for room acoustic simulations.


Results and graphic displays can be printed in high quality from within Odeon. Graphics can be exchanged via the Windows clipboard or via image files in various formats. Calculated results may be exported to a text file.


Materials are defined by the absorption coefficient from 63 to 8000 Hz and a frequency dependent scattering coefficient. A surface or a double sided wall can also be given a transparency coefficient or a reduction index allowing transmission between rooms to be calculated.

Absorption data are from an extendable library of materials. The surface list is linked to a 3D display showing the selected surface. In larger room models the use of layers can facilitate the material assignment.

User-friendly material list interface for assignment of materials to surfaces.



In order to calculate the influence of scattering from surface roughness and from edge diffraction, the Reflection Based Scattering method has been developed in Odeon. Diffraction depends on the area of the surface and distance from the source. See the two examples above; near source and remote source.

The automatic detection and calculation of diffraction around one or two edges predicts the attenuation behind screens and barriers.

Reflector coverage

The reflector coverage display allows fast evaluation of the receiver area covered by a number of reflectors for a selected source position.


Auralisation tools allow predicted acoustics to be presented as it will sound – a priceless tool when acoustic solutions are to be demonstrated to clients. Presentations can be done from within Odeon, in Power Point or on the internet.

Auralisation is based on binaural or ambisonic technology allowing three-dimensional presentation over headphones or through loudspeakers (e.g. in a surround set-up).

A complete orchestra with multiple sources and signals is handled in one calculation.

Listen to auralisation examples at

3D Open GL

The OpenGL renders geometry, materials, and source/receiver positions. It is useful when checking the validity of room geometries or the locations of sources and receivers.

A special Odeon feature is the use of acoustic colours in OpenGL to identify the frequence-dependent absorption coefficient of each material.

PA systems integrated in room acoustics

The PA system with 20 line array loudspeakers in the main hall of Copenhagen Central Station was modelled with Odeon. The total volume of the hall is about 190.000 m³ and it has a reverberation time of 4 s. The four line arrays in the centre of the hall have 32 units each and the other line arrays have 16 units, all with beam steering and different pre-delays. The speech intelligibility in terms of the STI was calculated by Odeon in a number of positions distributed over the hall, and the measured STI results show a nice agreement with the predictions. This case was made in collaboration with Duran Audio and AV-huset.

Project management

Thorough project management is an important part of Odeon. Odeon ensures that results stored with a project are consistent. A project stored in the Odeon-ZipArchive contains all information needed for full documentation in one single file.

Grid maps

Maps of calculated acoustic parameters are shown for any number of selected receiver surfaces.

The example shows the calculated distribution of clarity C80 at 1 kHz in a model of an opera house.

GIF Animation

The GIF facilities make it possible to capture small films of Odeon animations for presentations in PowerPoint or for use on the Web.

Job list

The job list is where calculation of point responses and auralisation results are organised and displayed. Point response, multi-point responses or grid maps can be calculated in the job list.

Analyse important reflections in the reflectogram.




Noise analysis: Analyse contribution from different sources and compare receiver positions.



Example of calculated binaural room impulse response.

3D Billiard

The 3D Billiard display can be used for investigating or demonstrating effects such as scattering from surfaces, flutter echoes, focusing or coupling effects.

A burst of balls are emitted from the source and bounce off the surfaces in the room. The emission of balls can be either 2D or 3D.

Sound sources

Point sources can be defined from a directivity pattern, gain, equalisation and a delay, allowing the definition of natural sound sources as well as loudspeaker systems. Loudspeaker data in CLF (Common Loudspeaker Format) can be found at

Array sources can be imported from the extensible XML-format or can be created from point sources within the Odeon array source editor giving a nearfield plot, a farfield balloon as well as a direct sound map with frequency responses in a few seconds.

Line sources and surface sources are particularly useful for calculations in industrial environments. The example is a turbine from a power station.

Reliable results

The frequency-dependent Reflection Based Scattering method in Odeon is one of the reasons for excellent agreement with measurement results. The example shows measured and simulated clarity C80 at 500 Hz in the Elmia concert hall (3rd international Round Robin on room acoustic prediction models).

Speed of calculations

Calculations are optimised to be very fast. For the Elmia concert hall (470 surfaces) a typical point response including the ray tracing and BRIR takes 10 seconds, and a complete grid with 1109 receiver points takes only 12 minutes (Intel® Core™2 DUO CPU This email address is being protected from spambots. You need JavaScript enabled to view it.). The convolution for auralisation is made in a few seconds, or almost in real time using streaming convolution.


Sound of Numbers Odeon Pemard

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