Categories
Immersive design

Blog 2: Audio considerations

Within my submission, I plan on having multiple types of audios, this ranging from far away audio, close audio and 360-degree audio, this is to make the submission feel more authentic/realistic and also more immersive.

Close up Audio

For close audio, I plan on having small burning sounds as I am having a small fire near where the viewer sits. I want this because I want some persistent audio throughout the whole submission, so that there are no moments where it is silent, this, in my opinion keeps the viewer immersed as they won’t question why there is no audio.

Far away audio

For far away audio, I will have clinging of metal, possibly of suits of armour moving around and hitting things, in addition to this I may have some footsteps in the very far distance, which is somewhat audible, this could make the viewer look around curious as to where this sound is coming from.

360-Degree Audio

For 360 Degree-Audio, I will have a dragon roaring sound, this is because when the dragon enters my scene, it will fly around the castle for a few seconds, before perching on the wall and starting to break things. I chose 360-degree audio for this part of my submission as I think it would be very immersive to do so, especially joined with the visuals of the Dragon flying around the castle. In addition to the dragon roaring sound, I also will add wing flapping sounds, this is to continue making it immersive.

Binaural audio

Throughout my submission, all of my audio will be binaural, this it to create the impression that the viewer is really there when wearing a VR headset. This means that whenever the viewer turns their head, the audio will change depending on where the audio is coming from, and depending on which direction the viewer moved their head.

An example of this is my close up audio, this being the burning sounds of the fire next to the viewers location. When the viewer turns their head, the direction where the fire audio comes from will change, so if they turn their head right, they will hear it more out their left ear and vice-versa. This type of audio also applies to my dragon audio as the viewer will more than likely look around to try find the source of the dragon roaring sound, but each time they do that it will change as they’re moving their head and also because the dragon audio itself is moving too.

Another example of my binaural audio is the glowing orb which travels throughout my scene, it will give off a tinkling sound that even if the viewer closes their eyes, they should be able to figure out where about the orb is within the scene.