INTRODUCTION The primary problem in spatialization is creating and controlling the perception of sound from different directions, since then in principle any soundfield can be simulated by mixing appropriate sounds in different directions. [1, 2, 3, 8, 10] are all focused on this objective. By contrast, little has been written about the secondary problem of simulating composite structures that generate a variety of sound from different directions over an extended space. The need for doing this arises very naturally from the sound produced by composite real objects, whether solid or fluid in nature. For instance, a passing vehicle emits a variety of different sounds from different parts, projected in various directions. A swarm of bees flying past the listener even creates a soundfield that completely envelopes the listener. One approach to modelling such complex audio scenes is to break it into a set of independent point sources. The game audio technology provider Sensaura  does
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