Augustine Leudar wrote:
Why the need for the w coordinate

I am not a mathematician or a scientist. A sound designer's reply:
The W is a "reference" signal. For example, at decoding:
+ W + X is the "front" direction (W and X at equal phase)
+ W - X is the "rear" direction (X phase reversed in relation to W)

Try to look at 1st order B-Format (WXYZ) as a "three dimensional
MS-stereo signal". That helped me in the beginning.

the soundscapes I am working on are large jungle
soundscapes in a large indoor tropical conservatory

You must have looked at Timax?
http://www.outboard.co.uk/pages/timax.htm

Where ambisonics could help in the installation is the insect
noises

Yep. A single mono sound is best localized to all listeners when you
play it back through one speaker only. It is a good idea to route that
kind of signals directly into the appropriate speaker. A combination of
different techniques is possibly the best way to do it. Soundfields with
moving phantom images and ambiences and spatial images are easy
to control with B-Format Ambisonics. As somebody already said, it is
possible to rotate, tilt and tumble a full 3D soundfield, and much more.
You can for example "zoom in" into a certain direction.

can the decoding be done with software and then burnt to wav files ?

Andrew gave you good pointers. Bruce Wiggins has described workflows
in his page. Possibly you'd like to check also these sites:

Dave Malham:
http://www.dmalham.freeserve.co.uk/vst_ambisonics.html
http://www.york.ac.uk/inst/mustech/3d_audio/vst/welcome.html

Visual Virtual Mic:
http://mcgriffy.com/audio/ambisonic/vvmic/

Aristotel Digenis:
http://www.digenis.co.uk/

Acousmodules. No Ambisonics in there, but you might find other useful tools:
http://acousmodules.free.fr/acousmodules_en.htm

Eero
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