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These days many games are played using portable devices and headphones, on which spatial binaural audio can be conveniently presented. One way of converting from conventional loudspeaker formats to binaural format is through the use of Head Related Transfer Functions (HRTFs), but head-tracking is also necessary to obtain a satisfactory externalisation of the simulated sound field. Typically a large HRTF dataset is required in order to provide enough measurements for a continuous auditory space to be achieved through simple linear interpolation. This paper describes the use of alternative representations of an HRTF dataset using orthogonal basis functions and further parametric techniques often associated with speech processing. This allows both convenient and unambiguous interpolation and a significant reduction in the number of stored measurements required to generate a continuous auditory space. It is possible that these techniques may also be useful in developing efficient schemes of custom HRTF capture.
Author (s): Sinker, Joseph;
Angus, Jamie;
Affiliation:
University of Salford, Salford, UK
(See document for exact affiliation information.)
Publication Date:
2015-02-06
Session subject:
Spatial Audio in Games
DOI:
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Sinker, Joseph; Angus, Jamie; 2015; Efficient Compact Representation of Head Related Transfer Functions for Portable Game Audio [PDF]; University of Salford, Salford, UK ; Paper 4-2; Available from: https://aes.org/publications/elibrary-page/?id=17594
Sinker, Joseph; Angus, Jamie; Efficient Compact Representation of Head Related Transfer Functions for Portable Game Audio [PDF]; University of Salford, Salford, UK ; Paper 4-2; 2015 Available: https://aes.org/publications/elibrary-page/?id=17594
@inproceedings{Sinker2015efficient,
title={{Efficient Compact Representation of Head Related Transfer Functions for Portable Game Audio}},
author={Sinker, Joseph and Angus, Jamie},
year={2015},
month={feb},
booktitle={Journal of the Audio Engineering Society},
publisher={Paper 4-2; AES Conference: 56th International Conference: Audio for Games; February 2015},
number={4-2},
organization={AES},
}
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