M. Gorzel, G. Kearney, H. Rice, and F. Boland, “On the Perception of Dynamic Sound Sources in Ambisonic Binaural Renderings,” in Proc. AES Conference: 41st International Conference: Audio for Games, Feb. 2011, Paper P2-1. [Online]. Available: https://aes.org/publications/elibrary-page/?id=15757
Gorzel M, Kearney G, Rice H, Boland F. On the Perception of Dynamic Sound Sources in Ambisonic Binaural Renderings. In: AES Conference: 41st International Conference: Audio for Games. Audio Engineering Society; 2011. Paper P2-1. Available from: https://aes.org/publications/elibrary-page/?id=15757
@inproceedings{Gorzel2011_15757,
author = {Gorzel, Marcin and Kearney, Gavin and Rice, Henry and Boland, Frank},
title = {{On the Perception of Dynamic Sound Sources in Ambisonic Binaural Renderings}},
booktitle = {AES Conference: 41st International Conference: Audio for Games},
note = {Paper P2-1},
year = {2011},
month = feb,
publisher = {Audio Engineering Society},
url = {https://aes.org/publications/elibrary-page/?id=15757}
}
TY - CPAPER
TI - On the Perception of Dynamic Sound Sources in Ambisonic Binaural Renderings
AU - Gorzel, Marcin
AU - Kearney, Gavin
AU - Rice, Henry
AU - Boland, Frank
T2 - AES Conference: 41st International Conference: Audio for Games
M1 - Paper P2-1
PY - 2011
DA - 2011/02/06
UR - https://aes.org/publications/elibrary-page/?id=15757
PB - Audio Engineering Society
LA - en
AB - One of the requirements for a fully immersive gaming experience is the correct and visually coherent reproduction of location of sounding objects. Limitations of human spatial resolution in this regard have been known for decades and are commonly taken into account when designing audio reproduction systems. However, mechanisms responsible for the perception of static and dynamic sound sources are not the same and less attention has been devoted to the problem of perception of dynamically relocated sound sources, omnipresent in video games. This paper explores the human ability to follow moving sound sources when presented as First and Higher Order Ambisonic renderings over headphones and aims at finding the optimal, psychoacoustically justified parameters that could significantly reduce computational requirements of audio engines.
ER -