G. Kearney, C. Masterson, M. Gorzel, H. Rice, and F. Boland, “Application of HRIR Factorization to Game Audio,” in Proc. AES Conference: 41st International Conference: Audio for Games, Feb. 2011, Paper P1-1. [Online]. Available: https://aes.org/publications/elibrary-page/?id=15755
Kearney G, Masterson C, Gorzel M, Rice H, Boland F. Application of HRIR Factorization to Game Audio. In: AES Conference: 41st International Conference: Audio for Games. Audio Engineering Society; 2011. Paper P1-1. Available from: https://aes.org/publications/elibrary-page/?id=15755
@inproceedings{Kearney2011_15755,
author = {Kearney, Gavin and Masterson, Claire and Gorzel, Marcin and Rice, Henry and Boland, Frank},
title = {{Application of HRIR Factorization to Game Audio}},
booktitle = {AES Conference: 41st International Conference: Audio for Games},
note = {Paper P1-1},
year = {2011},
month = feb,
publisher = {Audio Engineering Society},
url = {https://aes.org/publications/elibrary-page/?id=15755}
}
TY - CPAPER
TI - Application of HRIR Factorization to Game Audio
AU - Kearney, Gavin
AU - Masterson, Claire
AU - Gorzel, Marcin
AU - Rice, Henry
AU - Boland, Frank
T2 - AES Conference: 41st International Conference: Audio for Games
M1 - Paper P1-1
PY - 2011
DA - 2011/02/06
UR - https://aes.org/publications/elibrary-page/?id=15755
PB - Audio Engineering Society
LA - en
AB - In this paper, we present a strategy for simplifying real-time audio processing for binaural rendering in game audio. The strategy employs factorisation of HRIR datasets into directional dependent and independent subsystems and further decomposition of the datasets into spherical harmonic basis functions. Decomposition is evaluated up to 3rd Order Ambisonics, with factorised minimum-phase HRIR datasets yielding as low as 12 sample runtime filters. An objective evaluation of the method is made using psychoacoustic evaluation criteria and a subjective listening test is implemented to verify the methodology.
ER -