Application of HRIR Factorisation to Game Audio

Gavin Kearney, Marcin Gorzel, Henry Rice, Frank Boland

Research output: Chapter in Book/Report/Conference proceedingConference contribution

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 languageEnglish
Title of host publicationAudio Engineering Society 41st International Conference
Subtitle of host publicationAudio for Games
Place of PublicationLondon
Publication statusPublished - 2 Feb 2011

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