Audio effects increasing the perceived source extent (width/distance) often employ frequency-dependent panning of a single virtual sound object or real-time-controlled design of stochastic multichannel filters. Both ways imply increased complexity required in the renderer or object representation. In this paper we present a frequency-dependent panning scheme to obtain constellations of 3, 4, 5, or 7 filtered sound objects, as a simplified object-based description of wide/distant sound for any renderer. We deal with the multichannel filter-design questions: Are the filters rather temporally compact or frequency-selective, zero-phase FIR vs. IIR or causal-sided FIR, how strictly power-complementary? By results of a listening experiment for selected examples, we can provide some answers and an effective design of useful width-/distance-increasing filtered sound objects.
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