Skows Studies Immersive Design Audio Considerations

Audio Considerations


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In this post, I will be explaining the path that audio shall be taking within my project and what impact I want it to have on the viewer.

For the audio of the project, I want to be able to have the sounds travel across the environment, being placed/positioned in different areas to make the player feel immersed. To do this I will be doing two methods to create the audio tracks, each one layering upon the other to make the video Binaural, one using Adobe Audition and the other Unreal Engine.

Adobe Audition –

In Adobe Audition, I will be creating Binaural audio using multiple tracks to make it sound spatial and realistic, for sounds such as creaking or the light switch I want to have the correct height and levels for the audio. The background sounds and ambience shall be layered within this software also to build the atmosphere of the environment.

This is an example of how sound can make the mind build up imagery when there are no other visuals on display, I want to be able to do this within my own work and have the viewer try to figure out what’s going on around them while it’s dark and unclear.
In this clip, I really like the way spatial audio is used and how it moves the location of the sound to tell the viewer to look in a specific direction. I want the viewer in my piece to do something similar to this and have their eyes follow the room sounds to navigate the experience.

Unreal Engine –

Within Unreal engine, I will be using audio mainly for sound effects of objects/assets that are scattered around the room, giving them a realistic position of where the audio is coming from and how it will sound from a distance. Below are 2 video examples of ways to use audio within Unreal to create an immersive experience within any environment.

This is an example of how audio can be used to travel around the player listening, using 4 channels to make this effective. I would love to be able to capture this element within my own piece, especially when movement is heard within the darkness, I feel like this would fully sell the immersion that I am after.
This video explains how audio can be used within different rooms spatially to affect the sound, making it play on a variety of levels depending on room size. I would like to use this spatial element in my own work as the storm noises get louder I would like a small echo around the room to add extra depth.

Audio/Sound Tracks needed –

-Parent’s Voice (When tucking the player into bed, a small amount of dialogue will be said, sound follows the character as leaves the room)(Either Foley or Generated Voice)

-Light Switch (For object use and to also transition into the different moods of the scene, comes from the direction of the object)(Foley/SL)

-Rain and Thunder Noises (This gets stronger as the video progresses building up tension, comes from the window direct and echos through the room)(SL)

-Wind Blowing (Gets louder throughout, mainly comes from window direction)(Foley)

-Scratching/Tapping (Subtle noises around each corner of the room and the window)(Foley)

-Footsteps (This will be played outside of the door with smaller sounds of it scattered travelling around the room.(Foley/SL)

-Small Ball Bounce (When the ball drops from the wardrobe because of the wind, comes from in front of the player)(SL)

-Creaking Floor Board (Sound comes from outside the door when the parent leaves the room)(SL)

-Quiet Whispers (This sound effect will help build up the tension as the objects disappear within the darkness)(Foley)

-Ambience (Travels around the whole room) (Foley)

-Shuffling Bed Covers (From the parent tucking you in and when there are sounds of movement)(Foley)

-Birds Chirping (When its the end of the sequence, the sun rises and the sounds of birds fade in)(SL)

Sound Libraries –

Freesound – Freesound

2.8 million+ Stunning Free Images to Use Anywhere – Pixabay – Pixabay

Royalty Free Music for Video Creators | Epidemic Sound


360 MixDowns & Audio Experimentation –

Wind Foley Audio, the wind within this sequence was made by myself blowing and whistling into the microphone. This was then dragged into Audition altering the pitch and adding a chorus of 4 to the sound to sound natural.
This is the 360 Mixdown track created within Adobe Audition using DearVR. I really like how this one has turned out, the positioning of sounds is accurate when it comes to placements. To improve the experience even more, I shall create an ambience noise within the background so it’s more atmospheric.
Mixdown synced with the video, I found linking both the video and audio quite easy and effective when trying to create navigation for the viewer. Listening to the strength of the wind from the left ear draws the users to look at the window then shifts as soon as the Parent begins to speak to the right ear. To make the syncing process efficient and smooth paced I did a time stamp method to place the audio in precise points to be immersive.

For the next post, I will be concentrating mainly on building embodiment within the player and how to use it efficiently.

References –

Sounds That Create Imagery, Website-Holophobic Sound (Accessed, 5/4/23)

Wildlife Animal Video, Website-Planet Earth (Accessed, 5/4/23)

Dynamic 360 Audio in Unreal, Website-Immersive Audio Demo (Accessed, 5/4/23)

Unreal Engine 360 Audio Example, Website-Immersive true-to-life Audio (Accessed, 5/4/23)

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