Immersive Design XR
  • Immersive Design XR
  • Learning Goals Immersive Design XR
  • Basic assignments (lesson 1-2)
    • Basic introductory workshop
    • Basic assignment Concept & Identity
    • Basic assignment User Experience Design
    • Basic assignment Interaction Techniques
  • Expert assignments (lesson 3-8)
    • ANALYSIS operating space (lesson 3)
    • CREATE: space through Light & Sound (lesson 4)
    • TEST: introduction VR-methods (lesson 5)
    • TEST: testscripts & questionnaires (lesson 6)
    • EVALUATE: heuristic evaluation & personal plan IED (lesson 7)
  • Concept & Identity
    • C&I: storytelling
    • C&I: virtual identity
    • C&I: body ownership
    • C&I: emotions & sentiment
  • User Experience Design
    • UX: general design principles & patterns
    • UX: space (II) social space
    • UX: space (I) active sensing
    • UX: human factors (I) cognition
    • UX: human factors (II) sensory perception
    • UX: human factors (III): ergonomics
  • Interaction Techniques
    • IT: navigation
    • IT: wayfinding
    • IT: system control
    • IT: selection & manipulation
    • IT: feedback, feedforward & force feedback
  • Testing in XR
    • Testing (I): immersion, presence & agency
    • Testing (II): methods for testing
    • Testing (III): questionnaires
  • Related Materials
    • Narrative Theory
    • Social Space theory
    • Social Space experts
    • Embodied Reality: being bodily
    • Movement & Animation
    • Avatar Creation Tools
    • Audio & Sound
    • Hardware Technology
    • Prototyping Controllers
    • 3D Data Visualisation
    • Mobile AR/MR
  • Getting Started
    • Getting Started - History Reality Caravan
    • Getting Started - Founding Brothers & Sisters
    • Getting Started - Advice for Designers VR by Jaron Lanier
    • Getting Started - Play! Games in STEAM
    • Getting started - Platforms & Engines
    • Getting Started: controllers & environments
  • Organisational
    • MIT License
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On this page
  • Design for Audio Experience
  • Spatial audio
  • 5D audio in VR
  1. Related Materials

Audio & Sound

PreviousAvatar Creation ToolsNextHardware Technology

Last updated 6 years ago

In this chapter:

  • Design for Audio Experience

  • Spatial audio

  • Binaural audio

  • FMOD, Wwise, Auro3D and Google Spatial Audio Toolkit for Unity

Design for Audio Experience

3D audio

Sound amplifies presence in experiences.

Notes article 3: VR, a mix of production techniques

  • Podcast: full dependence on audio for imagination.

  • Film & TV: viewer looking with two speakers in front of them, lineair timeline, beforehand decided. (Full predictability)

  • Theater: audio guidance, look in direction where sound is coming from. (Concept of spatialisation)

  • Video Games: non-lineair sound triggering methods, no fixed timeline, player's movement, interactions with things. (Non-predictability, beforehand preparing the sounds in scenarios)

  • Surround sound set: sound from any direction. (Orchestrate sound)

  • Virtual Reality: full 3D experience, location-based spatialisation, sounds playing at once, user dictates what they are hearing.

Sound attenuation zones & spatialisation

  • Distance of sounds within the design of the experience and positioning sounds within space.

Environment sound

  • Base layer provides a feeling of the space that you are in. (Ambience, 4 points 90 degrees around the user in space)

Spatial audio

Unity audio general

Unity FMOD

It’s possible to create sound libraries in Fmod that can be called with parameters in the Unity script. You can set distance in the Fmod that Unity is communicating with when the player is moving.

Fmod: 1. New Event 2. Right-mouse click on sound line -> Add 3. Create master bank 4. Assign event to master bank 5. Save project 6. Master bank -> build Unity: 1. SteamVR Camera (head) -> Add component -> FMOD Studio Listener 2. Sound source object -> Add component -> FMOD Studio Event Emitter 3. Check assign event to master bank

Unity Wwise

Wwise Spatial Audio is a family of built-in spatial audio features complemented by in-house and 3rd party plug-ins that seamlessly integrate with the Wwise production workflow. Wwise Spatial Audio specializes in sound propagation, virtual acoustics, and spatially informed audio rendering.

Auro3D in the context of Wwise

Auro-3D® is the next generation three-dimensional audio standard. It provides a realistic sound experience unlike anything before. By fully immersing the listener in a cocoon of life-like sound, Auro-3D® creates the sensation of actually 'being there'.

Google 3D audio

Resonance Audio is a multi-platform spatial audio SDK, delivering high fidelity at scale. This powerful spatial audio technology is critical to realistic experiences for AR, VR, gaming, and video.

5D audio in VR

5D includes ALL possible outcomes for ALL events. Quantity = Length, Width, Height, Time, Choice/Probability How can you use the latest neural and auditory system studies to hack the player's brain and choices?

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Musical Theory For Sound Design
Interactive Music
Sound Design Methods for VR Storytelling - Danny Piccione, Penrose
Unity VR Audio Spatializers
FMOD Audio for Unity 5: Survival Shooter
Unity Wwise: VR Game Development and 3D Audio Implementation Demo Reel
Wwise playlist: Tutorial 101-1 to 101-16
Wwise Audio Lab
Wwise: immersive audio in virtual reality
Auro-3D demonstration in the city of Amsterdam
Google spatial audio toolkit
5D Audio in VR - Expanding 3D audio to enhance VR experiences using higher dimensions of sound
Sound of One Hand
FMOD
Auro-3D
Unity Wwise