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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}