virtual reality sound Asbjoern Andersen


Alex Riviere has worked with all the major VR platforms - PSVR, Gear VR, Oculus Rift, Google Daydream & HTC Vive - as Audio Director on VR titles EVE Gunjack, and Gunjack 2: End of Shift. And below, he shares his insights on creating audio for VR:
Written by Alex Riviere
Please share:

Lots of my fellow game audio professionals are often asking me the question about the difference working with Virtual Reality compared to flat-screen games except for Binaural positioning. Well, my short answer is that to create an alternate reality that provides a natural listening experience in (gaming) Virtual Environments, our game audio creative approach needs to be adapted, and binaural positioning plays a major role into revisiting it. The long answer is below…
 

Multi-Sensory Integration

With the lack of full-sensory usage in Virtual Reality games (only Vision, Hearing, and Touch through haptics are integrated), the human brain has the power to adapt the focus or the perception of the senses that are integrated. Don’t get me wrong, you won’t become a super-hero with sharpen sense(s) by playing VR games, but the brain can rewire itself through training and learning, to enhance the use of integrated senses, with the goal to use information at its disposal to analyze and interact with the surroundings.

Your smell and taste are not turned off while playing VR games, so those two senses are providing contradictory information between what you see and hear from the game versus what you smell and possibly taste from your physical surrounding environment. Touch (and proprioceptors – sensory receptor which receives stimuli from within the body, especially one that responds to position and movement) would send mixed information between the virtual world and the real world.

The senses that are used need to be reproduced respectfully to immerse the player mentally in the virtual world, combining well-designed and controlled simultaneous visual, auditory, and haptic cues to create a believable Virtual Reality experience. The brain allows to react when subtle sensory signals that might not seems important on their own gets trigger simultaneously, and that’s the power of multisensory integration (MSI).

“A basic tenet of multisensory integration is the ability of one sensory modality to enhance or to suppress information from another sensory modality.”

(Calvert et al., 2004)

A good example would be the “Virtual barber shop” demo released about 10 years ago on Youtube.

Most people experiencing this binaural audio demo for the first time, if mentally immersed (close your eyes while listening to not be distracted by your surroundings, and take a seat), would feel someone is literally behind them touching their scalp, talking to them, and cutting their hairs.
 

Human Evolution & Game Audio

The modern world we’re living in as well as the interactive medias audio language that have been developed for decades have been bringing modern sounds and audio cues to us, and we are constantly analyzing them without even necessarily being conscious of it. Our ears and brain can distinguish thousands of sounds at the same time, being highly informative, sounds are giving us the ability to analyze situations or events and react to it instinctively.

Sounds bring physical and spatial information about objects and environments that our brain can analyze, so we can learn about those sound sources and understand better a situation of objects and events.

In VR, hearing is the only sense able to provide full spatial information going beyond our field of view

Our auditory system provides a lot of information about the world surrounding us. In real life, vision, audition, and our sense of smell provide information that helps us to identify object, situations and navigate in our environment. But in VR, hearing is the only sense able to provide full spatial information going beyond our field of view, including elevation, 360 degrees and depth, allowing us to guide our decisions and behaviors as well as understanding our virtual surroundings.

In other terms, Audio in VR is the only medium able to make you turn your head, grabbing your attention and orientation to possible scripted events, or pre-defined directions and paths.


Popular on A Sound Effect right now - article continues below:


Trending right now:

  • Forged in Fury Vol. 1: Modular Sounds for Epic Combat

    Break down, customize, and master every detail of your combat effects with Forged in Fury Vol. 1, a collection of 394 brutal sounds in 192kHz/24. Includes katana, heavy axe, metal claws, and layer-by-layer edited vocals for total control.

    🔪 Katana (193 sounds):
    Double whooshes, precise slashes, impacts, blood splatters.
    Mix layers of edge and secondary effects (e.g. combine a quick whoosh with a feminine scream).

    🪓 Heavy Axe (96 sounds):
    Powerful whooshes, crushing blows, equip sounds, blood effects.
    Combine the roar of metal with the sounds of breaking bones.

    🔗 Metal Claws (37 sounds):
    Mechanical opening/closing, scratching, cutting whoosh.
    Ideal for fast movements and surprise attacks.

    🗣️ Male & Female Voices (68 Sounds):
    War cries, moans of pain, grunts of effort.
    Use them alone or synced with weapon effects.

    ✨ Key Feature:
    Each sound includes its own editable layers (e.g. whoosh + impact + blood). Do you want a bloodless ax swing? only the whoosh of a katana?, only blood? Modify it instantly.

    🎚️ Studio Quality:
    Recorded in 192kHz/24-32 bits, delivered in 192kHz/24 bits. Perfect for toning down, adding distortion or manipulating without losing clarity.

    More about the pack
    – Intuitive file naming
    – All you’ll ever need regarding katana, heavy ax and claw [Use them again & again]
    – Use the sound effects over and over, in any of your projects or productions, forever without any additional fees or royalties. Use the SFX in your game, in your trailer, in a Kickstarter campaign, wherever you need to, as much as you want to.
    – Totally mono compatibility
    – All sounds have several variations.
    – Use your imagination and feel free to use any sound for a other than the one described, remember that the world of sound is totally subjective.

    24 %
    OFF
  • The Zombie Apocalypse has arrived, and the virus is spreading fast. This comprehensive sound library features 20,000 high quality zombie sounds, making it the most complete zombie sound collection ever released.

    Expert Vocalizations
    In today’s films and video games, zombies have four distinct vocal archetypes. The renowned creature voice talents from The Monster Factory have expertly performed all these vocalizations, covering every genre of zombie imaginable—from the fast-paced, ultra-rabid freshly infected to the slow, hauntingly wailing undead. Our team has been trusted by AAA video game companies for over 15 years, contributing creature vocalizations to games like Star Wars Outlaws, Dead by Daylight, Until Dawn, Hellblade 2, Baldur’s Gate 3, and many more. Their expertise in creating immersive audio nightmares is highly sought-after in the industry.

    More Actions and Variations
    Unlike typical sound libraries that limit diversity by offering only a few choices, Zombie Apocalypse delivers a wider range of actions and variations. With more options for nuanced performances, you can ensure that the sounds match every movement and action of your characters. The Zombie Apocalypse library covers a wide range of actions and intensity level, including:

    • Breathing, Walking, Running
    • Idle, Detection, Attacks
    • Pain & Death sequences
    • Biting, Chewing, Choking, and much more!

    For the full list of actions, click here.

    Voice Layering Options
    For greater customization, we recorded each action with a consistent phonetic script, ensuring that different voice techniques can be perfectly layered together. You can mix 2, 3, or even 4 different voice techniques, giving you endless possibilities to create unique zombie sounds or even non-zombie creatures. Though designed primarily for zombies, this library’s layering capabilities make it versatile enough to design an array of creatures and monsters. It’s the most flexible collection of creature vocalizations available.

    Distant Microphone Recording
    While recording, we used a second Sanken CO-100K microphone positioned 3 meters away from the first, adding depth and nuance to the recordings. These distant microphone audio files will help you create richer ambiances, ensuring that not all zombies sound the same or come from the same distance.

    Unparalleled Level of Audio Quality for Unparalleled Level of Terror
    Recorded at Tone Studio in Montreal by James Duhamel, the Zombie Apocalypse library offers pristine audio fidelity with a 192 kHz/24-bit sample rate. This, combined with the talents of trusted voice actors and the increased variety of actions and variations, the layering option to keep your listeners immersed and on edge, makes Zombie Apocalypse the most complete and unique sound library on the market. If it is not the first zombie sound library you have bought, this one will definitely be your last.

    Rich Metadata Embedded
    Every file comes with UCS naming and detailed metadata, including file descriptions and keywords, ensuring that you can quickly find the right sounds for your project.

  • The ROCKS Library is a collection of more than 700 designed rock and stone sound effects, ready to use.
    From single stone impacts to large heavy collapsing rocks, avalanches, rockslides sounds, rolling and falling stones, debris sounds….

    Originally recorded at 192 kHz with two Sennheiser MKH8040, a Sanken CO-100K and a Sound devices Mixpre 6. Delivered at 96Khz.

    Each sound file has been carefully named and tagged for easy search in Soundminer and is Universal Category System (UCS) compliant.

    (see the full track list below).

  • Rock / Stone Sound Effects Rocks Momentum Play Track 1100+ sounds included $37

    The Rocks Momentum sound effects library gets you more than 1100 sounds of rocks, bricks, wood logs, stones, impacting on different surfaces, rolling, being scraped one against the other and so on. The library was recorded in the Italian alps, and in Inverness, Scotland. Defective construction materials were used for the recording of bricks, roofing tiles, cement blocks etc.

    Bonus: Two extra libraries included for free:
    This library also includes two additional releases from Mattia Cellotto - for free: Crunch Mode delivers 230 crunchy sounds made with a variety of vegetables, fresh bread, pizza crust and a selection of frozen goods. The Borax Experiment gets you 158 squishy, gory, slimy and gooey sounds.

Latest releases:

  • Environments & Ambiences Geophonic Sound Effects Play Track 98+ sounds included, 32 mins total $15

    This audio library features low-frequency drones, powerful impacts, metallic scrapes, resonant vibrations, and other rare audio textures.
    All sounds were recorded using the LOM Geofón, a device that captures low-frequency surface vibrations that conventional microphones cannot detect.

    The recordings were made with the TASCAM Portacapture X8 at 192 kHz/32 bit, ensuring maximum detail and sound quality.

    50 %
    OFF
  • Environments & Ambiences Southeast Asia Play Track 147 sounds included, 225 mins total $32.50

    A field-recorded collection from Vietnam, Cambodia and Thailand capturing the sounds of tropical environments, urban life, transport and religious sites.
    Southeast Asia includes jungle ambiences, heavy monsoon rains, street markets and traditional ceremonies.

    Last September, I spent 3 weeks vacationing in Southeast Asia, visiting Vietnam, Cambodia and Thailand.
    During my stay, I recorded everything I thought could be characteristic of those cultures: from tropical to urban environments, religious ceremonies and places of worship, modes of transportation (from boats to tuk-tuks), spoken language, monsoon rain, etc.

    The recordings are situational, meaning I didn’t prepare anything before starting to record. If I found myself in a location that seemed suitable, I simply pressed REC.
    I used my Tascam DR100 MK3 or the Zoom F6 with a pair of Line Audio OM1 omnidirectional microphones

    Audio files are 96kHz/24 Bit. Cleaned and edited for professional use, with UCS naming and full metadata.

    50 %
    OFF
  • Ambisonic Sound Effects Ambisonic Walla, Public Places Play Track 52+ sounds included, 172 mins total $21

    Walla, public places recorded in ambisonic B-format (ambix) and binaural.
    Including some actions like walking, running around mic etc.
    Recorded with Sennheiser Ambeo VR microphone and Sound Devices recorder. See the track list for additional info.

    The download contains each recording in B-format (RAW-4ch.) and as Binaural Stereo files. The audio preview is binaural and should be listened to with headphones. All files are tagged with Metadata.

    9 %
    OFF
  • Environments & Ambiences South African Walla Play Track 21 sounds included, 33 mins total $50

    This authentic South African Walla library will give any production a true sense of South African flavour with a variety of voices and languages.

    Featuring in-studio recordings with all South African cast, for a real South African feel without the distractions of exterior noise. These organic crowd murmurs, ambient dialogues, and background chatter reflect a variety of local languages, dialects, and cultural settings, making them perfect for film, TV, games, and immersive audio experiences. Elevate your sound design with the unmistakable authenticity of South African walla!

    23 %
    OFF
  • Cold Weapon Sound Effects Anime Weapon Play Track 681 sounds included, 21 mins total $99

    Anime Weapon Sound Effects – 681 Stylized Sounds for Your Game!

    Bring your game to life with 681 high-quality anime weapon sound effects, carefully designed for easy implementation in any project. Whether you’re crafting an anime RPG, action-packed hack-and-slash, or futuristic mecha shooter, this sound pack delivers everything you need to create satisfying and immersive combat audio.

    Each weapon type comes with game-ready, clearly named files, making it simple to drop them into your project and features variations from light to heavy, critical, and epic, giving you full control over intensity and impact:

    🔹 Swords & Spears – Swings, swooshes, impact hits, and special skills
    🔹 Bows – String draw, arrow release, and impact sounds
    🔹 Lasers & Mecha – Power-up charges, shots, impacts, and skill effects
    🔹 Guns – Designed anime-style gunshots with skill variations

Need specific sound effects? Try a search below:


Binaural or Hard Panning Stereo?

To create a sense of presence in new medias (feeling of being physically present in the virtual scene), besides the usual narrative, tactical and strategic immersion, spatial immersion has been added to immersive design rules. Does it mean we need to position every single sound with HRTF processing then? Well, not necessarily.

In VR, you have the choice between using binaural positioning in place of stereo positioning (and we have the choice for any flat screen games as well now, which would likely open the door to new possibilities and discussion for first-person games).

Though less real, stereo positioning creates a stronger sense of directionality

Binaural positioning allows us to create a more realistic experience, as it accounts for real world physics in the calculations. But due to the long history of using only stereo positioning in games, players are accustomed to it, and using stereo positioning may offer certain advantages over binaural positioning. Though less real, stereo positioning creates a stronger sense of directionality, as the sound is hard panned, making it more obvious where the source is positioned, relative to the listener.

Depending on your game, you might want to use different positioning systems for different components.

If your purpose is to completely immerse the player in the world and create a sense of connection with it, you could use the binaural positioning to establish a sense of realness. For game-play feedbacks, you could possibly use hard-panning, as players are more familiar with it, to enable them to focus their attention on the gameplay, creating immersion with the gameplay rather than the environment. The stronger sense of directionality offered by the stereo positioning provides more obvious cues for the player, allowing them to receive stronger audio feedback.

The decision between using stereo positioning and/or binaural positioning should be a creative one, rather than a technical one, and depends on your game needs per component and situation. It’s all about experimentation and choices.

Preferably, your choices should be made prior starting the audio production of your game, as your positioning system(s) will affect your technical pipeline on the implementation front, as well as the creative approach when building assets and implementing them.
 

 

Creative Audio Language

Your creative audio approach when starting to work on a VR game is then affected by (at least) all of the above. You should ask yourself: When to use audio for multi-sensory integration purpose(s)? How human evolution (realistic approach) and game audio language (gameplay feedbacks and players expectation) impact your creative decision and technical choices and pipeline?

But then, what do you do with any extra-diegetic sources? Let’s take a concrete example with Music. From an end-user perspective, people need to be guided to understand what to think of a scene, what’s the context, what to feel, or what’s the setting. Those are some of the primarily Music purposes. It really depends of your game creative approach, so aim for what works best for your game. VR needs to be interactive, and Players actions need to feel meaningful in the game. Adaptive music needs to be think of carefully and creatively to build something that works both for the VR medium, and the game itself.

On the other hand, players have expectation of realism when playing VR game or experiences, and will notice anything done wrong on the soundscape, anything that could take them out of the experience. Contents production value, audio repetition, and the degree of direct or indirect interactivity to be built in Virtual Worlds can be extremely challenging.

You need to decide your intimate zone, the zone where you could interact with object, the zone where you need to add a lot of details in your sounds, both for positioning and dynamic layering matters.

Interactivity is a big topic of itself for audio in VR. You need to decide your intimate zone, the zone where you could interact with object, the zone where you need to add a lot of details in your sounds, both for positioning and dynamic layering matters. Audio can also be used as an input in VR, which once again reinforce the multi-sensory integration with haptic and visuals, and could possibly suggest taste or smell, if the MSI moment is totally mastered. Concrete example, let’s say you could grab a cigarette in the game, take the controller to your mouth, inhale and exhale would trigger respectively the subtle and visceral sound of a cigarette being burned (plus its visual feedback) and the visual cue of the smoke VFX along the sound of your character exhaling, or the direct sound of yourself (from the VR microphone) going through the acoustic rendering of the virtual environment.
 

To sum up

The main rule when doing audio for VR is that…there are no rules! Creative language is currently being developed by pioneers in the industry, both for the VR medium itself, and the type of games that works well for it.

Rome wasn’t built in a day, and as for all great things, VR and VR audio need time to reach its full potential. We are at the beginning of the VR in terms of technology and development, and there is no perfect recipe when working on VR audio.

Audio is not limited to what’s on screen anymore and should play an even bigger role than in flat screen games, serving all gameplay feedbacks, emotional states, engagement, storytelling, spatial immersion, multi-sensory integration, player’s position relative to the game action (and to some extend body balance).
 

A big thanks to Alex Riviere for his insights on VR audio!

 

Please share this:


 

About Alex Riviere:

Alex Riviere is a French born audio artist that have been working on many projects, from record albums (awarded one platinum and one gold record), commercials, documentaries to video-games, including the Gunjack series, Final Fantasy XIV, Call of Duty Online, Transformers: Rising, Civilization Revolution 2 Plus, etc.

A pioneer in VR Audio, Alex has built his experience developing for all major VR platforms (PSVR, Gear VR, Oculus Rift, Google Daydream, HTC Vive) as Audio Director on the VR titles EVE Gunjack, and Gunjack 2: End of Shift.



 
 
THE WORLD’S EASIEST WAY TO GET INDEPENDENT SOUND EFFECTS:
 
A Sound Effect gives you easy access to an absolutely huge sound effects catalog from a myriad of independent sound creators, all covered by one license agreement - a few highlights:

  • The Zombie Apocalypse has arrived, and the virus is spreading fast. This comprehensive sound library features 20,000 high quality zombie sounds, making it the most complete zombie sound collection ever released.

    Expert Vocalizations
    In today’s films and video games, zombies have four distinct vocal archetypes. The renowned creature voice talents from The Monster Factory have expertly performed all these vocalizations, covering every genre of zombie imaginable—from the fast-paced, ultra-rabid freshly infected to the slow, hauntingly wailing undead. Our team has been trusted by AAA video game companies for over 15 years, contributing creature vocalizations to games like Star Wars Outlaws, Dead by Daylight, Until Dawn, Hellblade 2, Baldur’s Gate 3, and many more. Their expertise in creating immersive audio nightmares is highly sought-after in the industry.

    More Actions and Variations
    Unlike typical sound libraries that limit diversity by offering only a few choices, Zombie Apocalypse delivers a wider range of actions and variations. With more options for nuanced performances, you can ensure that the sounds match every movement and action of your characters. The Zombie Apocalypse library covers a wide range of actions and intensity level, including:

    • Breathing, Walking, Running
    • Idle, Detection, Attacks
    • Pain & Death sequences
    • Biting, Chewing, Choking, and much more!

    For the full list of actions, click here.

    Voice Layering Options
    For greater customization, we recorded each action with a consistent phonetic script, ensuring that different voice techniques can be perfectly layered together. You can mix 2, 3, or even 4 different voice techniques, giving you endless possibilities to create unique zombie sounds or even non-zombie creatures. Though designed primarily for zombies, this library’s layering capabilities make it versatile enough to design an array of creatures and monsters. It’s the most flexible collection of creature vocalizations available.

    Distant Microphone Recording
    While recording, we used a second Sanken CO-100K microphone positioned 3 meters away from the first, adding depth and nuance to the recordings. These distant microphone audio files will help you create richer ambiances, ensuring that not all zombies sound the same or come from the same distance.

    Unparalleled Level of Audio Quality for Unparalleled Level of Terror
    Recorded at Tone Studio in Montreal by James Duhamel, the Zombie Apocalypse library offers pristine audio fidelity with a 192 kHz/24-bit sample rate. This, combined with the talents of trusted voice actors and the increased variety of actions and variations, the layering option to keep your listeners immersed and on edge, makes Zombie Apocalypse the most complete and unique sound library on the market. If it is not the first zombie sound library you have bought, this one will definitely be your last.

    Rich Metadata Embedded
    Every file comes with UCS naming and detailed metadata, including file descriptions and keywords, ensuring that you can quickly find the right sounds for your project.

  • The ROCKS Library is a collection of more than 700 designed rock and stone sound effects, ready to use.
    From single stone impacts to large heavy collapsing rocks, avalanches, rockslides sounds, rolling and falling stones, debris sounds….

    Originally recorded at 192 kHz with two Sennheiser MKH8040, a Sanken CO-100K and a Sound devices Mixpre 6. Delivered at 96Khz.

    Each sound file has been carefully named and tagged for easy search in Soundminer and is Universal Category System (UCS) compliant.

    (see the full track list below).

  • Rock / Stone Sound Effects Rocks Momentum Play Track 1100+ sounds included $37

    The Rocks Momentum sound effects library gets you more than 1100 sounds of rocks, bricks, wood logs, stones, impacting on different surfaces, rolling, being scraped one against the other and so on. The library was recorded in the Italian alps, and in Inverness, Scotland. Defective construction materials were used for the recording of bricks, roofing tiles, cement blocks etc.

    Bonus: Two extra libraries included for free:
    This library also includes two additional releases from Mattia Cellotto - for free: Crunch Mode delivers 230 crunchy sounds made with a variety of vegetables, fresh bread, pizza crust and a selection of frozen goods. The Borax Experiment gets you 158 squishy, gory, slimy and gooey sounds.
Explore the full, unique collection here

Latest sound effects libraries:
 
  • Environments & Ambiences Geophonic Sound Effects Play Track 98+ sounds included, 32 mins total $15

    This audio library features low-frequency drones, powerful impacts, metallic scrapes, resonant vibrations, and other rare audio textures.
    All sounds were recorded using the LOM Geofón, a device that captures low-frequency surface vibrations that conventional microphones cannot detect.

    The recordings were made with the TASCAM Portacapture X8 at 192 kHz/32 bit, ensuring maximum detail and sound quality.

    50 %
    OFF
  • Environments & Ambiences Southeast Asia Play Track 147 sounds included, 225 mins total $32.50

    A field-recorded collection from Vietnam, Cambodia and Thailand capturing the sounds of tropical environments, urban life, transport and religious sites.
    Southeast Asia includes jungle ambiences, heavy monsoon rains, street markets and traditional ceremonies.

    Last September, I spent 3 weeks vacationing in Southeast Asia, visiting Vietnam, Cambodia and Thailand.
    During my stay, I recorded everything I thought could be characteristic of those cultures: from tropical to urban environments, religious ceremonies and places of worship, modes of transportation (from boats to tuk-tuks), spoken language, monsoon rain, etc.

    The recordings are situational, meaning I didn’t prepare anything before starting to record. If I found myself in a location that seemed suitable, I simply pressed REC.
    I used my Tascam DR100 MK3 or the Zoom F6 with a pair of Line Audio OM1 omnidirectional microphones

    Audio files are 96kHz/24 Bit. Cleaned and edited for professional use, with UCS naming and full metadata.

    50 %
    OFF
  • Ambisonic Sound Effects Ambisonic Walla, Public Places Play Track 52+ sounds included, 172 mins total $21

    Walla, public places recorded in ambisonic B-format (ambix) and binaural.
    Including some actions like walking, running around mic etc.
    Recorded with Sennheiser Ambeo VR microphone and Sound Devices recorder. See the track list for additional info.

    The download contains each recording in B-format (RAW-4ch.) and as Binaural Stereo files. The audio preview is binaural and should be listened to with headphones. All files are tagged with Metadata.

    9 %
    OFF
  • Environments & Ambiences South African Walla Play Track 21 sounds included, 33 mins total $50

    This authentic South African Walla library will give any production a true sense of South African flavour with a variety of voices and languages.

    Featuring in-studio recordings with all South African cast, for a real South African feel without the distractions of exterior noise. These organic crowd murmurs, ambient dialogues, and background chatter reflect a variety of local languages, dialects, and cultural settings, making them perfect for film, TV, games, and immersive audio experiences. Elevate your sound design with the unmistakable authenticity of South African walla!

    23 %
    OFF
  • Cold Weapon Sound Effects Anime Weapon Play Track 681 sounds included, 21 mins total $99

    Anime Weapon Sound Effects – 681 Stylized Sounds for Your Game!

    Bring your game to life with 681 high-quality anime weapon sound effects, carefully designed for easy implementation in any project. Whether you’re crafting an anime RPG, action-packed hack-and-slash, or futuristic mecha shooter, this sound pack delivers everything you need to create satisfying and immersive combat audio.

    Each weapon type comes with game-ready, clearly named files, making it simple to drop them into your project and features variations from light to heavy, critical, and epic, giving you full control over intensity and impact:

    🔹 Swords & Spears – Swings, swooshes, impact hits, and special skills
    🔹 Bows – String draw, arrow release, and impact sounds
    🔹 Lasers & Mecha – Power-up charges, shots, impacts, and skill effects
    🔹 Guns – Designed anime-style gunshots with skill variations


   

Leave a Reply

Your email address will not be published. Required fields are marked *

HTML tags are not allowed.