'International Institute of Acoustics and Vibration (IIAV)'
Abstract
Ambisonics to binaural rendering has become the de facto format for processing and reproducing spatial sound scenes, but direct capture and software generated output is limited to low orders; limiting the accuracy of psycho-acoustic cues and therefore the illusion of a ‘real-world’ experience. Applying a practical method through the use of acoustic modelling software, this study examines the potential of using very high horizontal only Ambisonic orders (up to 31st) to binaural rendering. A novel approach to the scene capturing process is implemented to realise these very high orders for a reverberant space with head-tracking capabilities. A headphone based subjective test is conducted, evaluating specific attributes of a presented auditory scene to determine when a limit to the perceived auditory differences of varying orders has been reached.N/