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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.
Author (s): Kearney, Gavin; Masterson, Claire;Gorzel, Marcin; Rice, Henry; Boland, Frank
Affiliation:
Trinity College Dublin, Dublin, Ireland
(See document for exact affiliation information.)
Publication Date:
2011-02-06
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Session subject:
Audio for Games
Permalink: https://aes2.org/publications/elibrary-page/?id=15755
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Kearney, Gavin; Masterson, Claire;Gorzel, Marcin; Rice, Henry; Boland, Frank; 2011; Application of HRIR Factorization to Game Audio [PDF]; Trinity College Dublin, Dublin, Ireland; Paper P1-1; Available from: https://aes2.org/publications/elibrary-page/?id=15755
Kearney, Gavin; Masterson, Claire;Gorzel, Marcin; Rice, Henry; Boland, Frank; Application of HRIR Factorization to Game Audio [PDF]; Trinity College Dublin, Dublin, Ireland; Paper P1-1; 2011 Available: https://aes2.org/publications/elibrary-page/?id=15755