Tag Archives: sound assets

Creating Sound Assets for VR

To create sounds for the VR collaboration, it was imposrtant to formulate an agreed upon plan between the whole group, which consists of six sound artists and two VR animators. This was to allow a steady and effiecient workflow, where tasks aren’t being left as an afterthought, or other tasks being done multiple times. I would have thought this would have looked like asigning particular tasks to different artists based on their strengnths, i.e. soemone who makes music to make any musical assets, someone who works with field recordings to take charge of foley, etc.

We decided to create a shared google doc for any assets, ideas and contributions towards the project. This allowed for us to collectively identify what needed to be done, and keep track of what had been done to better effectively assign when tasks should be done and by whom. We also identified between us sound artists key stages in creating sound assets, asigning ourselves deadlines for each stage. These stages included pre-production and experimentation, production and manipulating, and mixing in unity.

I would say the stage I felt most comfortable to particpate in was the pre-production and experimentation stage. We worked collaboritvely in the foley and composition studios to collect and create sounds that fit with the soundscape of the theme of our VR experience, which is a game set in space. To be able to use the time in these studios effectively, we created a list of sound assets we aimed to create, and had this list readily accessible to everyone in the shared google drive:

list of sound assets

Using a spreadhseet, the group kept notes on who created which assets, and a link to the asset so they could easily be accessed by anyone in the group. The sounds initially made could then be manipulated by anyone in the group, further adding the process of collaboration to the creation of sounds within the project.

I felt as though there were members of the group who participated more heavily in the initial recording and creation of sound assets, which should allow for others to particpate more heavily in the next stage in creating the sounds: production and manipulating. As I contributed a lot in the foley studio, I decided not to participate in the production stage as much. I did, however, create some ambient music that I thought was remnicsient of space, the theme of the game. It was quite a long piece of music that I thought could be nice as background ambience in one of the scenes, or even be used as a representation of the sound of space.

Although I contributed in the initial creation of sound assets, it would have shown better collaboration skills if I worked on manipulating the sounds that my peers had created, and therefore show my skills in production. The next stage, mixing in unity, requires learning a new skill for all sound artists in the group, therefore, I think it’s best if everyone assists each other by inputting the same level of contribution and effort.

Spacialisation & Sound Assets

Spacialisation a practice by which the composer or audio engineer utilises multi-channel audio systems and mixing techniques to manipulate how sound is percieved in a space. Most commonly used in gallery, art installation settings, and cinematic settings, spacialisation allows for sound to be percieved as “three-dimensional” (Lombardi, 1997), creating a listening expereince much more grounded in realism.

Before delving into playing with spacialisation, it is important to understand the customs and “laws” that surround the practice:

The Pan Laws

Linear Panning: The gains of the left and right channel should sum to 1. The channels will be panned at a 45 degree angle so that the sound reaches a “sweet spot” in the centre. Linear panning commonly has issues with phasing.
Constant Power Panning: Similar to linear panning, but the power is proportional to the squared amplitude, boosting the signal at the centre.
-4.5dB Pan Law: Considered a compromise between linear and constant panning, the -4.5dB pan law splits the difference between the aforementioned.
Ultimately, when a signal is passed centrally, the same output will be in both the left and right channels, which will cause a drop in signal at the centre.

The different surround sound set-ups

Quadrophonics / 4.0 Surround Sound: In this set up, four different speakers are placed in four different corners of a lsitening space, each channel playing back independent signals to one another. Introduced in the 1970s, 4.0 surround sound is designed to allow a listener to feel immersed within the environment of the recording.
LCRS: Left, Centre, Right and Surround Channel.
Diamond Surround Quad: The same tech spec as Quadrophonics but with the speakers face on to the centre rather than in the corners.

Definitions & Techniques: Recording, Mixing + Playback
Mono Sound: Sound Percieved as from a singular source; one dimensional.
Stereo Sound: Sound Percieved from multiple directions; allows for playroom with stereo mixing (utilising the left and right channel).
Image Position:
Ambisonics: A method for recording, mixing and playing back audio in a three dimensional space; audio can be heard from even beneath the listener, as ambisonic labs have mesh floors with loudspeakers placed underneath them.

Institutions + Proponents
IRCAM: A research unit based in France, investigating the fields of music and sound.
Stockhausen: Non-Profit foundation involved in the advancement of musicology, based on the work of Karlheinz Stockhausen.

The use of spacialisation is particuarly important in VR, as it allows for a more realistic experience. We don’t percieve sound in everyday life the way we do in headohones, or through stero speakers.