That's part of it. I would phrase it as "there are 3 ranges" (which overlap and are not absolute, of course)
Very near - increase in interaural delays in HRTF - maybe up to 10 head "diameters". This can be incredibly striking, having done some gaming sound effects, like a weapon racking 2' behind the listener. (I'm not counting this in the 3 ranges, btw, for practical purposes.)
Near-ish (from somewhere above to a few head heights above ground) - Diffused floor reflections. (undifused floor reflections create "phasey" effects.)
Farther - Direct to diffuse ratio of the sound arrival.
Really farther than that: Diffusion of direct sound (first arrival) due to air movement.
That is fascinating. I don't play games, but now that you mention it, I did try my friend's gaming rig with headphones. The game was able to make gunshots sound further away. I thought it was due to volume, but are you saying that some games deliberately "fuzzy up" the phase to make them sound further away?
I learnt in art classes when we were studying body proportions that the body is between 6 to 8 heads tall, and the width of the head is about 2/3 the height of the head. We learnt to manipulate these proportions depending on what we wanted to convey about the character, but that is another story. The average head height is 26-28cm (10-11"), and the average width is about 18cm (7"). So, expressing your comment above with knowledge of proportions:
Very near = ("10 head diameters") = about 1.8m (6ft)
Near-ish = if we take "few head heights above the ground" to be 28cm (head height) x 7 (above the ground) x 3 ("a few") = about 5.9m (19 feet)
I listen to my stereo about 3.5m away, and the system is spaced away from the side walls so that the floor bounce is much earlier than the sidewall reflection. I suppose that I am getting mostly diffuse floor and ceiling reflections.
It's a different effect, but it's very real. It is usually completely overrun by crossover mismatch between channels, though. It's not a huge effect. More often the effective delay is different across the crossover point(s) due to the slight mismatch in components. It is very tricky to demonstrate without having something that is NOT suffering from the same problem to compare to. In our (pretty dead) listening room, with the AC off (to stop air movement) we can get a most startling 'in the head' effect just like headphones with our loudspeakers, which use IDENTICAL (to double precision float) constant-delay crossovers with driver compensation per driver set. That doesn't much happen with analog IIR crossovers at all.
You notice this mostly when you go back to a different set of speakers, and it's "whaaat the heck". I can't describe the difference as much as I can say you notice and it bothers you. I am pretty sure most of us adapt to our particular crossover setups for IIR crossovers that aren't digital,though.
Some time ago I performed an experiment with Acourate to linearise the phase of all my drivers, effectively converting each driver from minimum phase to linear phase. I took the measured phase, time reversed it, and used that as my preconditioning filter. Measurements confirmed that the phase was dead flat (see graph below; red = before, green = after). The verification measurement was a beautiful flat line, just look at it. I then time aligned all the drivers and the result was linear phase from 200Hz up. But ... the listening result was catastrophically bad. It seemed to lift the soundstage off the floor and compress it vertically, as if I was listening through a slit in a pillbox. No blind test needed. It was, as you say, a "whaaaat the heck" moment.
Is it time for
@amirm to fix the thread title?
Considering that amirm's video caused me a lot of confusion, I would say it's time for a new video. You can really screw phase up with DSP if you are not paying attention, and given that I thought that phase was inaudible (thanks to that video) I did not pay attention. The result was a lot of very strange sounding filters, which prompted my investigation into this phenomenon. Having spent a lot of time investigating this and making dozens of filters, I would confidently say that phase effects are easily audible if they are large enough.
I don't think it was wasted time though, I learnt a lot in this process.