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Abstract
With the advent of rapidly-evolving audio engineering technologies, the act of listening to recorded music is quickly becoming a three-dimensional auditory experience. Spatial hearing in humans is largely based on cues provided by direct and reflected sound, which help us to situate ourselves and others in a given sound field. It follows that a convincing reproduction of acoustic reverberation is required to make listeners feel physically present within three- dimensional recordings of acoustic music. To this end, this thesis presents and evaluates two experimental methods for producing artificial reverberation through spatial room impulse response (SRIR) convolution, in the context of three-dimensional music production. After a review of literature pertaining to the physical, perceptual, and subjective underpinnings of natural and artificial reverberation, three experiments are presented. In the first, a technique for representing the spatial radiation characteristics of instruments within multichannel SRIR convolution using spaced microphone arrays is described. The results of a controlled method- of-adjustment evaluation show that this proposed technique can increase the perceived salience of room impression compared to a control condition. The second experiment follows with an attribute rating test to quantify the subjective differences between the proposed technique and the control. Results show a significant improvement for all tested attributes. Finally, a perceptual attribute rating test investigating the use of spaced higher-order ambisonic (HOA) receivers in SRIR convolution was conducted in two phases: the first using a 7.0.4 immersive loudspeaker array, and the second a binaural headphone rendering. The test showed that certain spacing distances improved the clarity of background spatial impression and perceived environment width compared to a single HOA receiver upon auralization, though in most cases discrimination between spaced and single receivers was inconsistent. The findings of this thesis may inform the design of three-dimensional reverberators developed as music production tools, with implications for interactive audio and virtual reality experiences





