Thursday, September 29, 4:15 pm — 5:45 pm (Rm 502AB)
Implementing and mixing music and sound for VR games raises many technical and artistic questions. Realism is not always the end-goal as the sonic aesthetics must match the game play in order for the experience to feel cohesive. There is no one correct way to go about this just as there are various tools that can achieve the same or similar results. This panel will explore both the variable aesthetics at play as well as discuss some of the latest platform, middleware and plug in developments being used to achieve them. Topics of discussion will range from implementation of ambisonic and binaural spatialized audio to non-spatialized audio placement, appropriate soundscapes and ambiences, room and environmental effects, suitable volume levels for long term listening, diegetic use of music, and effects such as occlusion through filtering, equalization, and distortion.