(Some other things happen as you get a large number of wavelengths away from the source, but given the wavelength of the audio in question, being in a room with it means you get that local behavior, not long-range behavior.)
Probably somewhere on the internet is a fantastic interactive diagram that would clearly demonstrate this for you, but I couldn't google one up. Links solicited. (I got a lot 1D stuff but this phenomenon doesn't show up in 1D. 2D is adequate, 3D just adds more nodes in more dimensions.)
The way noise cancelling headphones work is that they know where they are relative to your eardrum, and as such, they can arrange it so that for all incoming audible frequencies, your eardrum is in a cancellation location for that frequency, ignoring a lot of details. They'll still unavoidably create locations of constructive interference, you just won't have your sensors there.
In principle you may be able to do this with some very precise location of where your ears are, where your mics are, where your speakers are and the exact characteristics of all of these things, and some very clever coding; I've seen people kicking this idea around but I haven't yet heard of anyone pulling it off. I can say it's still yet harder than it sounds at first, because you have things like echos and all kinds of other fun effects to deal with. In theory it should be possible to echo cancel at a distance, but you'd be getting into super high end audio processing, not just a weekend project where you record a microphone or two and "just" invert it with a couple of speakers. You might need something as fancy as https://youtu.be/UPVcwDzhBZ8?t=463 just to get started, and an accurate room model, and all kinds of things, and you might still get something that only works as long as nothing in the room moves, including you or even parts of you. In practice, I'd guesstimate this at the level of difficulty of doing a PhD in audio processing at a minimum... but not necessarily impossible.