Neumann, TomasFünfzig, ChristophFellner, Dieter W.Dirk Reiners2016-02-172016-02-1720033-905673-53-3https://doi.org/10.2312/osg.20031420We present a Sound Library that is scalable on several computers and that brings the idea of a self-organized scenegraph to the Sound Library's interface. It supports the implementation of audio features right from the start at a high productivity level for rapid prototypes as well as for professional applications in the immersive domain. The system is built on top of OpenSG12 which offers a high level of functionality for visual applications and research, but does not come with audio support.We show and compare the effort to implement audio in an OpenSG application with and without TRIPS. Today's audio systems only accept raw 3D-coordinates and are limited to run on the same computer and the same operating system than the application runs on. Breaking these constraints could give developersmore freedom and ease to add high-quality spatial sound to their software. Therefore, users benefit from the promising potential OpenSG offers.H.5.1 [Multimedia Information Systems]Audio input/output H.5.5 [Sound and Music Computing]SystemsI.3.7 [Computer Graphics]Virtual Reality KeywordsHigh quality spatial sound3Daudiocluster systemsound APIFieldContainerrapid prototypinggame engineimmersive systemTRIPS - A Scalable Spatial Sound Library for OpenSG10.2312/osg.20031420