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author | David Runge <dave@sleepmap.de> | 2017-07-02 20:17:26 +0200 |
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committer | David Runge <dave@sleepmap.de> | 2017-07-02 20:17:26 +0200 |
commit | 3a706061ba736da6ac02a866765c9fbea24faa05 (patch) | |
tree | 58a57f4380a691fbcba30ee46853292e9a5f8f31 | |
parent | 727019d0b66420cc05eb8f47c042ccc00077c0ff (diff) | |
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thesis/thesis.tex: Fixing ref. and ambisonics subsec.
-rw-r--r-- | thesis/thesis.tex | 16 |
1 files changed, 8 insertions, 8 deletions
diff --git a/thesis/thesis.tex b/thesis/thesis.tex index a042e43..03f07e9 100644 --- a/thesis/thesis.tex +++ b/thesis/thesis.tex @@ -302,14 +302,14 @@ parskip=never]{paper} representation of a virtual sound source.\\ The relatively small listening area can be extended by using additional sets of loudspeakers, which in turn lead to more spatial aliasing.\\ - Due to the perceptebility of localization cues, mentioned in - \rer{subsubsec:binaural}, it is required to apply spatial equalization - for the rendered sources, to account for differences in low- and - high-frequency localization capabilities of the human ear.\\ - For ambisonics, plane-wave sources are assumed. Due to the proximity - effect, this leads to a bass boost in the listening area. \gls{nfc-hoa} - accounts for this by a set of driving functions, applying a per speaker - near-field compensation.\\ + Due to the perceptebility of localization cues, mentioned + in~\ref{subsubsec:binaural}, it is required to apply spatial + equalization for the rendered sources, to account for differences in + low- and high-frequency localization capabilities of the human ear.\\ + For ambisonics, plane-wave sources are assumed, which means, their + distance is infinite. Due to the proximity effect, this leads to a bass + boost in the listening area. \gls{nfc-hoa} accounts for this by a set + of driving functions, applying a per speaker near-field compensation.\\ \subsubsection{Vector Based Amplitude Panning} \label{subsubsec:vbap} |