Multi-region Exporter – for Cubase

The Multi-region Exporter is a small, free standalone application that can make the process of exporting multiple audio regions in a Cubase project easier. Especially if the export process is done more than once, this application can, hopefully, save you some time and frustration.

I created the tool because I needed it myself for a project where I was working with a lot of foley sounds for a computer game. It is very annoying to export about 30 footstep sounds (including naming them), do some changes and then export them again. And then why not share the tool so that others might benefit from it as well? I think that it makes Cubase a better tool for this kind of projects.


I admit that it is a tool for a very narrow target group since it does only one very specific thing.

It was released in 2016 and recently I updated it to version

It is open source and made with Java and the Eclipse SWT (Standard Widget Toolkit). The actual audio processing is done by SoX, FFMPEG and the LAME mp3 encoder.

I host the project here on this site. You can find it here:

Felix The Reaper

Felix The Reaper is a humorous puzzle game (in development) about Death which is inspired by the way the character of Death has been portrayed throughout the history of art. You play the dancing Death, Felix, who has to perform his macabre duty in order to earn the title of Field Reaper. Actually, he doesn’t care so much for taking lives as he does for dancing and for the pretty maiden, Betty, who he really want to impress.

I have been a part of the development team, mainly as a programmer in the various development periods from 2012 to 2017.

Felix The Reaper is produced by Kong Orange, and you can read more about it here:


In 2015 and again in 2017, I was developing techical solutions for Vokabulantis. Vokabulantis is a game in development and it is a co-production between Wiredfly stop motion animation studio and Kong Orange. My job was to research and develop technical solutions for realizing the aesthetics of a stop motion universe in an interactive computer game. You can investigate Vokabulantis furter here:

Moesgaard Museum

In the period, August to December 2014, I was hired by Moesgaard Museum to help with a variety of technical projects leading up to the opening of the new museum . My tasks included, among other things, programming and practical, technical setup of interactive installations .

It was a hectic period, particularly just before the opening  on October 11th , but it was also really exciting to be involved in a project of this magnitude and kind .

Here is a view of the so-called MOMU LAB - an interactive laboratory for curious museum visitors . The photo is taken by the photo / media department at Moesgaard Museum

Here is a view of the so-called MOMU LAB – an interactive laboratory for curious museum visitors .
The photo is taken by the photo / media department at Moesgaard Museum

Aarhus Rocks!







In the spring of 2014, my good friend Peter Fjordbak Sørensen and I developed two interactive sound installations for the exhibition Aarhus Rocks! in Den Gamle By in Aarhus .
The exhibition is about pop and rock music in Aarhus in the period 1960-2014 .

One installation was a “recording studio” set up like the legendary Feedback studio where you could record a song and have it sent by mail .
The other installation was a kind of jukebox where you could listen to Aarhusian music from different decades.

Peter and I developed installations for the company Danish Sound Design, who had the contract with Den Gamle By.

Elf Scare

In the summer of 2013 we were four guys who met with a plan to make a game in three days.
It resulted in the game Elf Scare – a game where you have to yell really loud at your phone. More specifically, you have to yell at annoying elves that unsuspectingly come walking on a bridge. If your shouts are loud enough, the elves become so scared that they fall off the bridge.

One might think that it is a pretty stupid and useless game. However, I find it interesting how the game breaks into ‘the real world’ and in a (humorous? , annoying?) way challenges the many conventions that are associated with our behaviour in public spaces. There is an absurd contrast between the almost primal, natural screaming and the very civilized (?), non-physical so-called smartphone which is an increasingly important part of our our daily lives, and which mediates a very large part of our communication with the outside world.

The other developers on Elf Scare were Mikkel Maltesen, Sune Hede and Esben Kjær Ravn.

Below you will find the official game trailer.

Here is a link to Elf Scare’s website where you will also find a link to the game in the App Store.

Two small games for Øhavsmuseet

In 2012 and 2013 I was the programmer on two small iPad games made for the museum Arresten in Faaborg (Denmark) which is part of Øhavsmuseet. The games were produced by the small company, Fuglen på Taget.

One game, Roger og Åge i arresten, is a children’s game that is built on a children’s book series by Jim Højbjerg. Here, taking the role of the detective boy Roger, you must find your father, Aage, who has been kidnapped in Faaborg. Fortunately, you are accompanied by your friend, Casper, and your teacher, Pia, so everything will be OK.

The second game is perhaps more a form of interactive, informative app than it is an actual game. The app is called Døm Selv (in English: You Be the Judge) and it lets you get the chance to assume the role of lay judge. You participate in various lawsuits, with all that this involves in terms of testimonies, procedures and so on. Then you need to decide what sentence (if any) the accused should have. The app also records anonymous statistics about users’ judgments.

The games are free and can be downloaded from the App Store on iPad.
Click on one of the icons below to read more about the games.

Roger og Åge i arresten

Døm Selv


Realistic mediation of virtual sound sources

Since the first systems for storing and playing back sound were invented in the second half of the 19th century, we have become increasingly better at reproducing sound, resulting in an increasing degree of fidelity. However, we still have difficulties reproducing the spatial properties of a sound phenomenon – the experience of the exact spatial location of the individual sound sources.

In connection with my Master’s thesis, in 2011-12, I developed a system that aims at doing exactly this. It uses binaural synthesis, head tracking and acoustics simulation in an attempt to create a realistic sense of the spatiality of sound played though headphones – this, within an experience-oriented context. It is not the first system of its kind. These technologies have been combined before in different systems for reproducing 3D sound for different purposes. The system is based on the knowledge and experiences gained in the development of such similar systems. However, I also hope to be able to present solutions and experiences that might be a help to any future work in this area.

Below is a video (in Danish) where I present the system and its functionality

The system is developed in Max (produced by Cycling ’74). I put most of the system’s basic functionality up as an open tool on Cycling ’74’s website so that others might benefit from as well. The tool site in turn links to this website – the FFT-based Binaural Panner.

Below, you find my Master’s thesis report. It is in Danish, but with an English summary on pages 57-59:

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Info screens for SPOT Festival

For the SPOT Festivals in 2010 and 2011 I was responsible for programming the functionality for a number of info screens.
The screens were placed around the festival area showing information about the current ‘state’ of the festival. In the 2010 version you could see some info on the band who where currently playing (or were about to play) on the venue related to the particular screen and you could get quick overview of the other venues too. A time indicator gave an idea of how far advanced the individual concert were (if started). In addition, you could watch the news and info on the festival’s seminars. The 2011 version was in some ways simpler than the 2010 version, since the screens were not linked to particular venues, and therefore all showed the same content.
The screens were programmed in Flash / ActionScript 3 and constantly drew information from the SPOT database via an XML feed. In that way the screens would adapt to, and provide information about, program changes etc.

My contact at the festival, and responsible for the info screen project was Martin Ross-Hansen.

The image below shows the version from 2011, and is also a link to the actual working file. However, it is necessary to set the computer clock back to the time when the Spot Festival 2011 took place to see it in action – i.e. 27th or 28th of May 2011. Press ‘f’ to view it in full screen (click on the info screen before).

SPOT info screen

Impossible Junction

Impossible Junction is an installation that Kristian Ross, Marie Møller Jepsen and I developed in the winter of 2009-2010.
In short, it is a traffic regulation in the middle of a pedestrian tunnel at Aarhus University. The pedestrians have to stop for different phenomenons crossing the tunnel in an imaginary intersecting path.
The installation can be seen as an absurd and, hopefully, humorous comment on the way our bodily movement in urban spaces is very restricted and regulated. We have given the supremacy of urban space to big machines (cars) both in terms of physical and auditory space. There is an unequal power relationship between our human body and the machines – something we take for granted today as an inevitable part of modern life…

This video is a short walk-through (literally) of the installation – Kristian explains (in Danish):

Below, you find links to three articles (in Danish). The first one is an article written in the magazine of humanities (HUMmagasinet) about our installation. The second one is our project report and the third is a small paper with reflections on sound and power relations.

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SMK Paint

In the spring of 2010 I was an intern at Statens Museum for Kunst (The National Gallery of Art) in Copenhagen.
As a part of this internship, I worked to develop a system that allows museum guests to paint on the wall using a Wii remote.
I never actually managed to set it up at the museum but it was fun and interesting to develop none the less.
Below is a pretty lo-fi video presentation of the concept and system in a prototype setup:

A Mazing Monk

A Mazing Monk

In May 2009 , I took part in a one-month DADIU production. Along with Rune Thuelund I was the audio designer on the computer game A Mazing Monk. My role was primarily to compose music and to implement sound via Unity3D ‘s GUI and scripts. However, since Unity has changed quite a lot since 2009, the sound implementation we did back then does not always work that well in the updated version. This results, in some cases, in strange audio levels and poor synchronization to the visuals. But with that in mind, feel free to try it out (follow the link).

Sound People

In the spring of 2009, I was involved in the development of an audio installation called Sound People. It was made in collaboration with Sune Hede and Helga Rosenfeldt-Olsen as a part of a course at Aarhus University on interactive audio design . The idea behind the installation is to comment or sonify interpersonal relationships in the public space .
This video is a brief presentation of the installation:

Below, you find our course report about the installation:

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– a sound installation for the (hu)man peeing

In the spring of 2008, I and three of my fellow students developed the concept UrinalBand/FountainOrchestra which is a sound installation located at a urinal .
With the band as a metaphor, each urinal guest becomes a band member and each urinal an instrument (eg. Drums, bass, vocals etc.) . Our intent with the installation was, in a humorous way, to challenge the many unwritten conventions that exist in public places – in this particular case, the urinal. We did this by sonifying human relations in this place where every relationship is most often avoided.
Unfortunately the installation was mainly accessible to the male sex but some women did manage to find their way in to the men’s room, thus challenging yet another rule of this public space.

My three accomplices were:
Esben Andersen
Mads Stenøj Andresen
Brian Hauge Hansen

This is a walkthough of the setup at Musikhuset in Aarhus. Esben explains (in Danish):

This is a primitive mock-up video we made while developing the concept:

Below, you find the report we wrote on the installation:

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