The reproduction of sounds in rooms generates multiple (auditory) cues the relative importance of which is still not clearly understood. This paper presents an experimental investigation to determine the relative hierarchy of conflicting cues. Subjects were asked to auralise different stimuli when two cues were put into conflict. The relative importance of interaural time, phase and intensity differences, the effect of pinnae, motion and reverberation cues have been determined. The use of windowed tone bursts allowed multiple variables to be controlled simulating real signals. The results show the change in auralisation as one cue in varied in opposition to another. The aim of this work is to identify the major and minor roles of different auditory cues in acoustic virtual reality.
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