The diversification of audio content production has increased the demand for realistic, immersive sound field reproduction. Conventional methods struggle to separate direct; reflected sounds, limiting accuracy. To address this issue, this study proposes a method for sound field reproduction that identifies the arrival directions of reflected sounds based on the virtual sound source distribution. In this study, the virtual sound source distribution was calculated by using closely located four point microphone method. Assuming that spherical waves emitted from distant virtual sound sources arrive as plane waves within the listening area, the target sound field is generated through plane wave synthesis, enabling more accurate; flexible sound field generation. Furthermore, considering practical systems; typical room shapes, we investigated the reproducibility of plane wave sound fields using not only spherical array, but also cube-like loudspeaker array configured by the Lamé function, which allows continuous geometric transformation from a sphere to a cube-like form. In this study, the ideal plane wave sound field derived from the wave equation was regarded as the reference,; the sound fields generated by the loudspeaker arrays were evaluated; compared using mean square error (MSE). Furthermore, the evaluation was extended beyond a single time instant, enabling assessment that also accounts for temporal variations. The results indicated that changing the order of the Lamé function maintained the desired level of reproducibility. Consequently, it was confirmed that cube-like loudspeaker arrays can achieve a level of reproducibility equivalent to that of the spherical array.