Abstract

Spatial audio is an important component of realistic simulations in virtual environments. However, there have been shortcomings in existing spatial audio rendering systems, due to the computational cost of rendering realistic sound propagation. In this article, we present a novel spatial audio rendering method using 3-D graphs to simulate sound propagation in real time. We then ask if such a distinction in accuracy makes a difference to task performance, and test this proposition in a 3-D game. We conclude that improvements in spatial audio rendering do increase task performance.

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