The aim of this research is to offer a spatialization alternative in VR engines (such as Unity) that bridges the gap left by regular spatializers for sounds in the near-?eld. In this paper, we detail the development of HRIRU,an API for spatialization of multiple sources in the near-?eld in real-time, and present a comparison between perceived distance accuracy achieved with native methods in Unity and that achieved with HRIRU. This comparison indicates that HRIRU could offer better spatialization, though scalability and performance should be improved.
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