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EN
The use of higher-order ambisonics in spatial sound recordings makes it possible to increase the accuracy of recording information about the direction from which the sound comes to the listener. However, with binaural ambisonic sound reproduction, the listener's ability to locate the sound source accurately may be limited. This paper presents a comparison of the listener's ability to locate a sound source during binaural listening to recordings made with first and third order ambisonic microphones. The analysis was carried out for two types of signal: pink noise and ringing sound. The analysis of localization errors depending on the ambisonics order, azimuth and elevation angles as well as the type of signal is presented. The obtained data indicate that in binaural reproduction of the ambisonic sound the localization errors in the azimuth plane were smaller for the third order ambisonics, compared to the first order. In the elevation plane both for first and third order the errors were significant.
EN
In virtual acoustics or artificial reverberation, impulse responses can be split so that direct and reflected components of the sound field are reproduced via separate loudspeakers. The authors had investigated the perceptual effect of angular separation of those components in commonly used 5.0 and 7.0 multichannel systems, with one and three sound sources respectively (Kleczkowski et al. (2015b). In that work, each of the front channels of the 7.0 system was fed with only one sound source. In this work a similar experiment is reported, but with phantom sound sources between the front loudspeakers. The perceptual advantage of separation was found to be more consistent than in the condition of discrete sound sources. The results were analysed both for pooled listeners and in three groups, according to experience. The advantage of separation was the highest in the group of experienced listeners.
3
Content available remote Virtual acoustics : opportunities and limits of spatial sound reproduction
EN
Virtual Acoustics is part of the emerging field of "Virtual Reality". The technology for creating a Virtual Reality, VR, for wide variety of applications in university and industry has been developed in the last decade. Mostly VR is understood as a tool for 3D visualization, rather than for spatial audio or room acoustics. Nevertheless an important requirement of VR is the multimodal approach which includes vision, sound, tactile and haptic stimuli. The process of creating a physical stimulus based on computer data is called "rendering". The development of rendering and reproduction of acoustic stimuli in VR is now at a stage where integration of 3D sound is feasible by using PCs. This applies to multi-channel binaural synthesis as well as to full room-acoustic simulation algorithms and to various applications of 3D sound stimuli for audiology, neuropsychology or any other application in acoustics and noise control.
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