Abstract
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.
Original language | English |
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Title of host publication | Audio Engineering Society 41st International Conference |
Subtitle of host publication | Audio for Games |
Place of Publication | London |
Publication status | Published - 2 Feb 2011 |