The simulation of moving sound sources represents a fundamental issue for efficiently representing virtual worlds and acoustic environments but it is limited by the Head Related Transfer Function resolution measurement, usually overcome by interpolation techniques. In this work, a novel time-varying binaural convolution / filtering algorithm is presented which, that takes into account both physical and psychoacoustic criteria, can efficiently simulate a moving sound source. It is shown that the proposed algorithm overcomes the excessive calculation load problems usually raised by legacy moving sound source spatial representation techniques, while high-quality 3D sound spatial quality is achieved in both terms of objective and subjective criteria.
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