[Feature] A number of significant challenges arise when attempting to engineer audio systems and processes for extended reality applications. Authors of papers presented at the recent AVAR conference have begun to find ways of representing the acoustics of virtual environments more accurately, such that objects, characters, and participants within them perceive sounds in a more believable way. There’s interesting evidence that the more accurately one renders the acoustics, the less bothered people are about the differences between real and virtual sounds. There's also the interesting problem of the competition for attention in mixed reality environments crowded with stimuli that the user may need to know about.
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