The OP premise of this thread is that headphones CAN and do place sounds outside your head around you, as demonstrated in
modern VR systems, at least 4 pro products aimed at producers of immersive audio, and the software included in this thread.
Again, when done right with head tracking and quality phones, you can't actually tell (other than the presence of the headphones on your head) that the speakers aren't on.
Today we have the processing power to accurately model the speaker, room, headphone, and personal ear, head and shoulder models, head position, in real time and deliver the proper signal via headphones to simulate sound coming from speakers/all directions.
The software in this thread, doesn't use headtracking, a major component, but it can get the sound out of your head and present a convincing 3d sound field with your head held still, ASSUMING your ears and head are a good match for one of the included models.
If not, there are instructions for measuring your own here:
and a real-time tool for encoding music, impulcifer (can also be used for eq/room/headphone correction, etc.).
The scripts I have included here, are for pre encoding music, for playback via headphones without iimpulcifer. You can, of course, go either way. I was going with the pre-encoding approach because it wasn't clear to me how to go beyond 8 channels with impulcifer and I wanted to target 7.1.4 or even 7.1.4.4 etc.
Yes this wasn't possible in the '70s, and is only in last few years that I have heard it convincingly, but it is here now.
Again my goal is not QUAD reproduction, but a complete 3D immersive sound field with sounds coming above (and even below) the horizontal plane.
This is all part of an ecosystem for immersive music, including immersive up-remix.