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.
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.
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 –
2.8 million+ Stunning Free Images to Use Anywhere – Pixabay – Pixabay
Royalty Free Music for Video Creators | Epidemic Sound
360 MixDowns & Audio Experimentation –
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)
