This paper investigates the capabilities of an Ambisonics 2D (planar) sound system to generate audio ambiences associated with a large number of distributed sound sources. The focus is on evoking a plausible spatial distribution of the auditory events while using a low number of virtual sound sources. Sound files with spectra typical of speech from crowds are employed. The results of preliminary tests undertaken to investigate the relation between the number and location of virtual sound sources, sound field diffusive characteristics and plausibility of the simulations are presented.
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