Le Dernier Panache, Puy du Fou, France, May 2016

The L‑ISA technology is ideally suited to bringing immersive hyperreal sound into advanced live events, permanent installations, experiential venues, theme parks, and marketing activations.

The L‑ISA ecosystem provides the sound designer with both the 3D-modeling and implementation resources to create a multidimensional audio landscape – and to manage it live. Our solutions deliver spatialized sound through L‑Acoustics’ industry-leading loudspeaker systems, proprietary processing hardware and software-based audio tools to wow audiences like never before.

Immersive Hyperreal Sound Design

A qualified L‑ISA solution is the output of a comprehensive methodology that begins with an early collaboration between sound, visual and scenography experts. To ensure the best results, projects are modeled with our sound design software, pre-mixed in studio on our object-based platform and finally performed over the most suitable L‑Acoustics professional speakers.

L‑ISA solutions can be adapted to venues of any size and provide the mixing engineer with the ability to place and move sound objects in 3-dimensional space while immersing the audience in an extraordinary experience.

L‑ISA Sound Design Principles

L‑ISA solutions combine audio and visuals with or without reference to an onstage performing zone. They use a combination of 2- and 3-dimensional sound designs and incorporate frontal, fill, surround and overhead systems to achieve the specific design vision for the production.

Given that all L‑ISA events are unique, the principal sound design challenge is to translate the vision of the creators into pertinent audio parameters which then form the basis for a qualified solution.

Design Qualification

In order to assess the capabilities of a sound design to meet the standards required of an L‑ISA solution, features have been added to L‑Acoustics Soundvision to assess designs against a protocol that evaluates and scores their acoustic performance as well as the qualitative elements that impact the audience’s perception of the audio.

Eight different parameters, which can be continuously adjusted and optimized in response to the project’s design requirements, contribute to the score of the sound design project, including:

  • Coverage performance, graded according to SPL Max, SPL Distribution and Time
  • Hyperrealism, scored according to Spatial Resolution and Horizontal and Vertical Localization
  • Immersion, graded for Panorama and Envelopment

The Benefits

For The Audience:

Unlocking Multisensory Experiences

Modern experience design often incorporates immersive visual content that surrounds the audience – yet traditional sound designs fail to provide an audio experience to match. L‑ISA solutions provide high Spatial Resolution and optimized Coverage that enables the Localization of the sound to be linked to the visual field, giving the audience a more intense and authentic multisensory experience. And thanks to the native L‑ISA room engine, virtual worlds become more realistic than ever before.

For The Artist:

Professional Expectations. Professional Results.

Artists choosing L‑ISA as their immersive audio platform gain access to unparalleled sound design ingenuity, proven modeling tools and a tried and tested workflow that will guarantee that real-world outcomes align with what was planned in the studio. Stunning sound effects that surround the audience can be triggered live or follow pre-selected cues, giving further scope for creativity, while L‑ISA’s intuitive 3D audio production tools maximize the time available for artistic endeavor.

For The Agency:

Superior Experiences. Superior Returns.

Whether for cultural exhibitions, interactive displays, experiential activations or corporate applications, L‑ISA is the leading platform for enhanced multichannel audio experiences. A comprehensive professional solution with demonstrated reliability, L‑ISA Immersive Hyperreal Sound connects you to a network of sound design experts and professional vendors, ensuring that your audience enjoys a once-in-a-lifetime experience.

The Antarctic Dome, Coachella 2017, California. Photo courtesy of Joshua Brott, Obscura Digital

Multidimensional Mixing

Better than any other multichannel platform, L‑ISA provides an extraordinarily intuitive 3D-mixing environment that makes the process of multidimensional mixing as straightforward as possible, supporting the production of immersive content and unleashing imagination and creativity while still retaining extremely high reliability and sound quality.

The properties of each sound object are defined independently from the loudspeaker layout – so the entire mix can be faithfully scaled from the studio to a wide variety of venue and system configurations.

An object-based mix provides:

  • Precision, clarity and detail for every sound
  • The ability to adjust the perceived width and depth of any sound object
  • Separation in the system for concurrent sources without heavy equalization and compression
  • The ability to assign and transport each sound object to any location

Object-based Mixing

The L‑ISA ecosystem interfaces seamlessly with Digital Audio Workstations and provides simple controls to manipulate every sound object in a 3-dimensional space. Parameters are stored in synchronization with audio tracks and can be recalled as snapshots, triggered through time code, modified from sensor inputs, etc.

The L‑ISA Processor provides five parameters to the mixing engineer for each sound object:


controls horizontal location


controls breadth


controls proximity


controls vertical location

AUX Send

provides a classic post-distance auxiliary bus send

Spatial Processing for All Scales

Robust, Scalable, Purpose-designed for Live Sound

L‑ISA technology is the culmination of years of research and development aimed to improve the live concert experience by breaking free of the stereo or dual mono paradigm that results in frustratingly poor localization.

The technology addresses the many challenging constraints specific to the live sound environment such as high SPL, intelligibility, and large spaces.

In the initial phase of research & development, numerous algorithms, options, and existing technologies were considered, yet none fully addressed the requirements of live audio. Ambisonics, for example, remains well-suited to broadcast or VR applications, but scales poorly to large audiences and venues. Wave field synthesis (WFS) is effective in a laboratory setting, but falls short in deployments where the spacing between speakers increases by a few meters, resulting in audible artefacts that significantly degrade sound quality, impact, and the feeling of proximity that L‑Acoustics line source technology has brought to the pro audio industry since the 1990s.

With the uniqueness of live sound in mind as a framework for development, L‑ISA Labs opted to approach the subject with fresh set of eyes…and ears.

Our goal was to achieve maximum spatial precision and sound quality while preserving the ability to scale to large audiences.

Research and development efforts including simulation, listening tests, and iterative prototyping yielded results in the form of three new proprietary algorithms combined in a way that establishes direct connections between objects and sound. More specifically, the algorithms enable full 3D object-based amplitude panning, position-dependent frequency compensation, and spatial spreading with zero-latency decorrelation processing. Objects can be positioned and moved in real-time via PAN, WIDTH or ELEVATION controls with accurate localization, spatial extension, and timbre. Additional sub-processing blocks are included in the L‑ISA Processor to address the specific needs of fill systems that are ever-present in large scale installations.

Designed from a blank slate to a state of the art, L‑ISA provides the perfect combination of multi-array sound design and dedicated processing for main or sub-systems.

Acoustic Enhancement

The L‑ISA room engine, accessible via the DISTANCE mixing parameter, allows users to naturally re-create different room acoustics within the same venue or show. Specifically designed for object-based audio and variable space configurations, the engine uses full 3D multi-channel processing to diffuse energy across many loudspeakers, eliminating audible electronic processing.

A patent-pending algorithm for automatic direct sound precedence control ensures localization across the entire audience at all scales, and for all source positions. As a result, reverberations can be deployed with ease, even in large venue surround setups.

Innovative Features

With this revolutionary engine architecture comes a set of controls that has never been seen before. Gain Shaping controls how acoustic enhancement behaves in space according to the location and direction of the direct sound. Delay Shaping controls the propagation of the late components of the acoustic field to create a more natural sounding diffuse field. And distance simulation can be controlled with level attenuation and dry/wet ratios. All of these controls can be stored in presets for real-time recall during a performance.

Fully Adjustable




Precedence Safeguard

The L‑ISA Ecosystem

The comprehensive L‑ISA ecosystem offers designers and engineers predictability, consistency and a sound design process that is easy to manage and simple to replicate, and which makes switching from traditional mono / stereo / LCR configurations to an L‑ISA design as straightforward as possible.

L‑ISA Source Control Plugin

The L‑ISA Source Control Plugin is designed for the live playback of object-based sequences created in DAWs. It allows for the storage and recall of object properties in the timeline, in synchronization with playback. The Plugin allows for spatialized studio post-mixing by recording a show and storing the object properties. It also ensures audio synchronization with other application components such as video, machinery, etc.

L‑ISA Processor

For extreme reliability, the L‑ISA Processor focuses solely on spatial audio processing, offering panning and room simulation for up to 96 audio objects based on defined speaker positioning information and mixing parameters (pan, width, distance, elevation, aux send) and creating up to 32 outputs.

L‑ISA Controller

The L‑ISA Controller offers, on a single screen, a visualization of all sound objects in the 3D mixing space for live monitoring and user interaction in Windows and Mac OS environments and transmits control information to the Processor for selected parameters (pan, width, distance, elevation, aux send) for each sound object.


Soundvision is L‑Acoustics’ proprietary acoustical and mechanical simulation program and is first 3D program capable of operating in real time. It calculates SPL coverage, SPL mapping and delay coverage (or mapping) for complex sound system and venue configurations. It now features advanced parameters to qualify and certify multichannel sound designs.

LA Network Manager 2

Supporting Windows and Mac OS X operating systems, the LA Network Manager 2 remote control software provides control and monitoring of up to 253 L‑Acoustics amplified controllers within the L‑Acoustics L‑NET Ethernet network.

Recent Projects

L‑ISA Coverage
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“Everyone was amazed by the sound of the event. It was the most creatively exciting project I’ve done.”

— Scott Willsallen, Audio Director and Sound Designer, Auditoria

Project Description

Ceremony event for the UAE 46th National Day in Abu Dhabi, in a purpose-built environment for an audience of 1800 people, involving live performers, and immersive sound and video. A complete L-ISA system, including frontal, surround, and overhead speakers, was deployed for the celebration on December 2nd, 2017.

Sound Design Solution
  • The scene system was made of 6 arrays of nine KARA plus 1 array of nine K2, with a central cluster of 24 SB28 subwoofers.
  • The extended system included 4 arrays of eight KARA.
  • A complete surround system was designed by using 10 arrays of six KARA for the sides and rear, plus additional seven X8.
  • An overhead system was set-up on long cables, made of 33 X8 speakers.
  • Finally, ARCS II and X8 were used for front-fills.

That’s a total of 228 boxes from L-Acoustics entire range.


Scott Willsallen, Audio Director and Sound Designer, suggested to producers Done+Dusted to create a 3D soundfield environment to enhance and activate the creative concept of the show. L-ISA was selected as a platform of choice. The main challenges were the dimensions of the audience area and the width of the Scene.

Technical Information

Audio involving playback and live sources.

Type outdoor auditorium, 1800 people.
Venue 60 by 50 meters
Stage 60 meters wide

Sound Design Target

Music and visual content were creating from scratch, with the aim of delivering an immersive sound design, including overheads, and provide an orchestral music that would retain its spatial qualities for all seats.

L‑ISA Coverage
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Immersive Experience in The Lab at Panorama Festival in New York

Sound Design Solution

The L‑ISA design solution is based upon a 360° surrounding and enveloping speaker system.

Three layers of groups/speakers consisting of:

  • lower layer of 8 groups of 4 Kiva II plus 16 5XT Near-Fills
  • mid layer of 8 X12
  • upper layer of 6 X12
  • a peak “Voice of God” speaker group of 6 Kiva II
  • 24 SB28 subs in 6 groups of 4

In preparation for this event the composers visited our Mixing Room in Westlake to prepare the content for the show.

With the help of Carlos Mosquera – L‑ISA applications engineer – they mixed the content on a scaled down mockup of the dome system. Thanks to the object based mixing approach the mix translated perfectly to the larger system at the festival dome.

Technical Information

A dome with 400 people seated on beanbags immersed in a massive 360° virtual-reality theater.

Dome diameter approx. 30 meters
Dome height approx. 15 meters

Sound Design Target

Program type Creative/Immersive
SPL max average >= 102 dBA
SPL profile 1 Db / 10 m
Frequency contour 10 – 16 dB (@ 100Hz)

L‑ISA Coverage
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“We wanted to offer something unique in the world with Le Dernier Panace. “The L‑ISA sound system gives the show not just originality, but more importantly, an exceptional and memorable experience to our visitors.”

— Nicolas de Villiers, president at Puy du Fou

Project Description

Le dernier Panache is the most daring show ever created at Puy du Fou – Theme Park – and it is only enhanced by the setting. The show was an immediate success, garnering the industry-recognized Thea Award for Outstanding achievement this year.

Sound Design Solution

L‑Acoustics and the Puy du Fou designed and installed an L‑ISA multi-channel immersive system that plunges spectators into the heart of the story, with realistic sound coming from the moving sources and not just from either side of the stage.

  • 24 clusters of two ARCS Focus and one ARCS Wide line source elements are arranged in a circle at angles of 15 degrees each
  • 8 Clusters of two SB18 for the low-frequency extension
  • 4 SB28 underneath the tribune for sub-frequency effects
  • A Front-fill of 13 x 5XT to cover the first rows of the audience

L-Acoustics has been working with Le Puy du Fou since 2000 when the first L‑Acoustics sound system was installed for the Gallo-roman stadium. Today, the manufacturer’s systems are featured throughout the park. When Le Puy du Fou shared the idea for Le Dernier Panache with their longtime partner, the answer was simple: we have a solution that is as ambitious as your idea: L‑ISA.

“It is fitting that Le Puy du Fou features the first permanent installment of our new L-ISA hyperrealistic sound solution,” said Christian Heil, chief executive officer at L‑Acoustics. “The long relationship between our companies allowed us to propose an ambitious – some people would say crazy – and the best thing is that Le Puy du Fou had the confidence and daring to say yes!”

Technical Information

Performed in the custom-built, 360° Theatre of Giants, which utilizes advanced motion technology to create a rotating theatre, the 2,400 members of the audience are immersed in the story on a multi-sensory level, slowly rotating to watch the performance on seven different stages.

Audience Area Diameter approx. 40 meters
Venue height approx. 15 meters

Sound Design Target

Program type Creative/Immersive
SPL max average >= 100 dBA
SPL profile 1 dB / 10 m
Frequency contour 10 dB (@ 100Hz)