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Capturing Spatial Room Information for Reproduction in XR Listening Environments

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An expansion on previous work involving “holographic sound recording” (HSR), this research delves into how sound sources for directional ambience should be captured for reproduction in a 6-DOF listening environment. We propose and compare two systems of ambient capture for extended reality (XR) using studio-grade microphones and first-order soundfield microphones. Both systems are based on the Hamasaki-square ambience capture technique. The Twins-Hamasaki Array utilizes four Sennheiser MKH800 Twins while the Ambeo-Hamasaki Array uses four Sennheiser Ambeo microphones. In a preliminary musical recording and exploration of both techniques, the spatial capture from these arrays, along with additional holophonic spot systems, were reproduced using Steam Audio in Unity’s 3D engine. Preliminary analysis was conducted with expert listeners to examine these proposed systems using perceptual audio attributes.The systems were compared with each other as well as a virtual ambient space generated using Steam Audio as a reference point for auditory room reconstruction in XR. Initial analysis shows progress towards a methodology for capturing directional room reflections using Hamasaki-based arrays.

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