Friday, September 30, 11:30 am — 12:30 pm (Rm 409A)
Object-Based 3D Audio Production for Virtual Reality Using the Audio Definition Model—Chris Pike, BBC Research and Development - Salford, Greater Manchester, UK; University of York - Heslington, York, UK; Richard Taylor, BBC Research & Development - Salford, Greater Manchester, UK; Tom Parnell, BBC Research & Development - Salford, UK; Frank Melchior, BBC Research and Development - Salford, UK
This paper presents a case study of the production of a virtual reality experience with object-based 3D audio rendering using professional tools and workflows. An object-based production was created using a common digital audio workstation with real-time dynamic binaural sound rendering and visual monitoring of the scene on a head-mounted display. The Audio Definition Model is a standardized meta-data model for representing audio content including object-based, channel-based, and scene-based 3D audio. Using the Audio Definition Model the object-based audio mix could be exported to a single WAV file. Plug-ins were built for a game engine in which the virtual reality application and the graphics were authored to allow import of the object-based audio mix and custom dynamic binaural rendering.
Virtually Replacing Reality: Sound Design and Implementation for Large Scale Room Scale VR Experiences—Sally-Anne Kellaway, Zero Latency VR - Melbourne, Australia
Audio for Virtual Reality (VR) presents a significant array of challenges and augmentations to the traditional requirements of sound designers employed within the video games industry. The change in perspective and embodiment of the player requires the employment of additional tools and consideration of object size, spacing and spatial design as a more significant part of the sound design process. The author presents her approach to these tasks from the perspective of developing audio for the large-scale Room Scale video game developer Zero Latency. Focusing on the design considerations and processes required in this unique medium, the content of this presentation is designed to give insight in to this large-scale version of VR technology. This session is part of the co-located AVAR Conference which is not included in the normal convention All Access badge.