Late reverberant decays were isolated from high-resolution impulse responses measured in several rooms, and were made similar in the rate of decay and spectral weighting in order to make listening comparisons between them. Listeners heard simulations of virtual rooms within immersive surround audio environment with height, and could audition anechoic sources convolved with late reverberant decays of different rooms. The results help to verify whether shaped random noise is a suitable substitute for late reverberation in high-resolution simulations of room acoustics.
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