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Spatial quality and user preference of headphone based multichannel audio rendering systems for video games: A pilot study

机译:基于耳机的视频游戏多通道音频渲染系统的空间质量和用户偏爱:一项初步研究

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This paper presents a pilot experiment comparing the perceived spatial quality and preference of virtualised 7.0 surround-sound video game audio with a stereo down-mix of the same material. The benefits of multichannel audio in gaming are clear in that spatialised sound effects can be used to create immersive and dynamically reacting virtual environments, whilst also offering competitive advantages. However, results from this study suggest that the spatial quality of virtual 7.0 surround-sound is not perceived to be significantly different to that of a stereo down-mix and neither rendering method is preferred, based on a feedback from 18 participants. These results are interesting but surprising, as they bring into question the current methods used for spatial game audio presentation over headphones.
机译:本文提出了一项试验性实验,将虚拟化的7.0环绕声视频游戏音频与相同材料的立体声下混音的感知空间质量和偏好进行了比较。多声道音频在游戏中的优势显而易见,因为空间化音效可用于创建身临其境且动态反应的虚拟环境,同时还具有竞争优势。但是,这项研究的结果表明,基于18位参与者的反馈,虚拟7.0环绕声的空间质量与立体声降混没有明显不同,并且两种渲染方法都不可取。这些结果有趣但令人惊讶,因为它们使用于耳机上的空间游戏音频表示的当前方法产生了疑问。

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