virtual reality game audio Asbjoern Andersen


Noted audio director Garry Taylor, from Sony Interactive Entertainment Europe, recently gave a talk about the possibilities and challenges for audio in virtual reality – from a non-technical perspective. I’m really happy to be able to share it here on the A Sound Effect blog, and without further ado, here’s Garry Taylor:
 
This is a talk given at the VRX Europe Conference in London in May 2016 to a non-technical audience. It was not aimed at audio designers or engineers, and so I didn’t go in-depth into any of the technical issues. My goal was to get across to a lay-audience some of the many issues VR development teams may face, in terms of audio, when developing content.

– Garry Taylor. Audio Director, WWS Creative Services Group, Sony Interactive Entertainment Europe.


 

Someone asked me recently what the difference was between audio for TV based games and audio for VR.  After giving it a bit of thought, I came to the conclusion that getting it wrong on a TV is mildly annoying, but getting it wrong on VR and the player will want to kill you.  By that I mean badly implemented audio in VR can be so off-putting, it can seriously hinder people’s acceptance of their virtual reality, to the point that it may put some people off completely, and this is a big problem.  

Michael Abrash at Oculus said that 3D sound in VR is ‘not an addition, it’s a multiplier’. Everybody talks about VR in terms of ‘presence’ and ‘immersion’. The truth is that without a certain level of competence in audio design, there is no presence.  What’s more, because it is a multiplier, there is an extremely fine line between what we would call presence, the illusion that you’re actually there, and annoyance.

The truth is that without a certain level of competence in audio design, there is no presence

Our teams have been experimenting to find out what works, and what doesn’t, in terms of audio.  A lot of the work we’ve done revolves around the player’s acceptance of their virtual environment and the sounds that emanate from it.  We’ve made lots of mistakes, but by making them, we’ve learned where the boundaries are, and how far we can push things before they break.

 

Engineering Immersion

One of the most fundamental problems any developer with no experience of audio on VR will have is externalising sounds.  Let me explain what I mean.

If you listen to any film or TV show that has a narrator, you’ll notice that the sound of the voice of the narrator, due to the way in which it was recorded, sounds very different from the sound of the people you’re actually seeing on screen.  The narrator is in effect, the voice inside your head, and it’s this that we need to avoid if we want things to sound like they’re in the virtual environment.

Next time you watch a film or TV show listen for it, and notice the difference between perspectives.  The narrator’s voice sounds a lot fuller and richer.  Generally, it’s recorded closer than ‘on set’ dialogue.  With a condenser microphone, the closer you are to the microphone, the bassier the recording will be, due to something called ‘the proximity effect’.

Although this is a tad simplistic, if there’s a lot of bass in a voice, your brain will tell you it’s close.  If we want dialogue or indeed any sound to sit in a 3D space, and to sound like it’s part of that space, we need to ensure that the perspectives are convincing.

How we give players information about distance is absolutely critical for them to be able to localise something accurately in VR

If something is close, it needs to sound close, and if something is far away it needs to sound far away.  How we give players information about distance is absolutely critical for them to be able to localise something accurately in VR.

If you were to shut your eyes, you’d usually be able to tell what sort of room you were in just by listening to how sounds tail off within it.  When working in VR, we have to recreate that acoustic behaviour in our virtual reality in order for it to be convincing. There’s a delicate balance between the volume of the sound waves that travel directly to your ears, and the ones that bounce around the room, and we use the perceived loudness of the sound, the length of the reverberation, as well as the ratio between the direct and the indirect sound to judge the size and type of space we’re in and the distance between us and whatever it was that made the sound.

Not only that, but we also have to accurately model how our own heads affect the sounds we hear. We use something called Head Related Transfer Functions or HRTF which gives us the ability to make sounds appear as though they’re behind us, or in fact any direction, including above or below us.  These HRTFs when coupled with head-tracking are very very convincing.

This is different to how we’ve done audio for games in the past.  Now, these might seem like very minor things, but when we get it wrong, it’s little things like this that jar with people.  They might not know why something isn’t quite right, but it will flag something up in the back of their mind that says ‘this isn’t convincing’.  Audio for VR can be difficult like that.  To do it right requires a decent toolset and knowledgeable and experienced sound engineers who know about psychoacoustics; how the brain interprets sound.

 

Information

Audio’s function within any game, film or any other medium is either to give the player or viewer information or to influence their emotional state.

3D Audio is a very powerful way of communicating information, be it information conveyed through dialogue, or information about their environment through directional sounds, but there are limits to the amount of auditory information that can be processed by the brain.

Now imagine that a 3rd person was giving another talk on something else in that corner at the same volume.  That’s where you hit a wall.

You can hear me speaking from this stage.  There’s nothing else really going on, vying for your attention.  Imagine someone else was doing a talk in that corner of the room on something else with their microphone at the same volume.  You would probably be able to pick up limited information on both talks, just about.  Now imagine that a 3rd person was giving another talk on something else in that corner at the same volume.  That’s where you hit a wall.  You wouldn’t be able to distinguish between the 3 separate voices, they would come together to form a single incoherent mess.  It would annoy you.

Walter Murch, film editor, called this the ‘Law of Two and a Half’.  One or two sets of footsteps, for example, can easily be isolated by the brain, but 3….instead of being individual elements, 3 becomes a group of things happening, and out goes your ability to distinguish individual elements.

We’ve found that these limits of the brain to process multiple audio cues together must affect how we design our titles, and the events or situations that happen within those titles.  Too much going on will disorientate the player, or stop them making sense of the information presented to them.  This could be dialogue, or it could be the positions of enemies trying to shoot you, or important audio cues the player needs in order to progress through a game.  Any more than 2 positional cues at a time, and the player may lose the ability to accurately place them in a space.

Because of this, we need to make sure that audio considerations are taken into account at the early design stage of any project, and care must be taken to respect the limits of the brain’s ability to process auditory information.  

Having said that, if you want to briefly disorientate the player on purpose, it can be used to great effect, but like anything, you need light and shade.  

 

Bending Reality

One of the more interesting things we’ve found is that whilst audio can help to make or break presence or immersion, it also allow us to bend reality without breaking it, and in some instances mask problems in other areas.

What happens if the player decides to stand up?

In one of our titles called London Heist, the player is a passenger in a van, driving down a road.  Now, there’s nothing stopping the player opening the door and leaning out or putting their head out of the window, and when they do, they hear the wind rushing past them, as you would expect.  However, what happens if the player decides to stand up?

Well, we could create a barrier that would stop the player’s camera from going through the roof of the van, but messing with people’s perception of movement is a dangerous thing, and can cause motion sickness which could put a lot of people off.  However, if we allow the player to put their head through the roof, to break reality, we must also make their experience of doing so consistent with what they would expect if they could actually do it.  So when they do, they also hear the wind rushing past them.  This is surprisingly acceptable.  In some cases, good audio design allows us to ‘paper over the cracks’, and in certain circumstances, as long as the audio is consistent, liberties can be taken in the virtual world.
 


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

 

Latest releases:  
  • Foley MOVES Play Track 772+ sounds included $115 $89

    MOVES is a collection of character foley clothing and gear movements that cover a large range of characters such as Special Forces, Medieval Soldier, World War Soldier, Policeman, and High-tech Soldier among many others.

    MOVES will make a great addition to your sonic arsenal and help you achieve that personal character sound that you have in your head. MOVES does not replace a Veteran Foley artist, but will come in handy if you have a restricted budget or if you need a good sound to enhance the movements of your characters.

    You get several walks, runs and stop movements for every type of character.

    Two versions included:

    To speed up your workflow, the library comes with two versions of the same content, tailored for people working either in the Video Game or the Cinema industry:

    Video Game Workflow: For every variation, you will have a single wav file, making it ideal for people who like to have every sound already cut and ready to be used in their DAW or middleware. It consists of 772 sounds.
    Cinema Workflow You will find several variations of the sounds in single wav files here. It consists of 151 wav files sounds.

    And as mentioned, both versions are included, so you can pick whatever works best for your way of working.


    Features props and characters such as:

    Bullet-proof vest, medieval chain mail, dress, leather jacket, old robot, policeman, World War II soldier, Special Forces, Thin Android, Winter Jacket, medieval foot soldier, plastic character, rattle character, shield, sword, weapons, helmets, high tech soldier, winter jacket

    As always, all sounds are embedded with useful Soundminer metadata. I really hope you will find this collection inspiring and useful in your future projects.

    Have a great day designing your new characters with MOVES!

    Best wishes,
    Michel Marchant.

    23 %
    OFF
    Ends 1545174000
    Add to cart
  • Motorcycles Helmet Wind Noise Play Track 21 sounds included, 97 mins total $35 $25

    This library gets you 97 minutes of binarual recordings of wind noise, captured inside the helmet as a motorcycle rides along the highway. The speed ranges from a slower pace all the way up to 100 – 130 km/h, and features both acceleration, variable and constant speeds, as well as occasional sounds of passing traffic as captured from inside the helmet. The helmet is a flip-up type of helmet, and the motorcycle is a Honda NC 700D.

    Recorder: Tascam dr100 mk/III, Microphone: DPA 4060 miniature omni

    29 %
    OFF
    Add to cart
  • City Life Laos Play Track 153+ sounds included, 353 mins total $75 $60

    Jungles, walla, rivers, crickets, waterfalls, streets and rural villages all unique to Laos.

    All sounds were recorded using the Sound Devices Mix Pre 6 and a stereo pair of Sennheiser MKH 8020s.

    To read about my field recording trip to Laos and to download the free sample pack simply click here.

    20 %
    OFF
    Add to cart
  • Human Ethereal Breaths Vol.1 Play Track 132 sounds included $14 $10

    Collection of Abstract and Ethereal Breaths. Recorded Binaurally with optimum results when played back through headphones.

    8 tracks containing 132 SFX in Total, varying levels of reverb reverse whooshes and abstract breathing patterns.

    All files in WAV format with embedded Metadata fully Soundminer compliant.

    29 %
    OFF
    Ends 1545174000
    Add to cart
  • DANZA MACABRA is a collection of sound effects made out of real instruments recorded with Barcus Berry contact microphone.

    Unusual tones and timbres came out while bowing and scratching violin and cello or “playing” an upright piano with “string piano technique” using different metal objects.

    Danza Macabra comprises 45 loops at 140 bpm of designed clocks, tick loops, wooden old pendolo and time design elements. Designed glockenspiel and ride cymbals, morphed cinematic elements you will not find elsewhere.

    The sounds contained in Danza Macabra are great when treated with different amount of pitch-shifting to get never heard before sonic results.

    An exclusive collection to satisfy your sound design addiction.

    Features elements and sounds such as:

    • Accent
    • Cinematic elements
    • Clock loops
    • Cymbals
    • Designed glockenspiel
    • Getez – raw
    • Hybrid hits
    • Pianoverse
    • Screech reverse pass by
    • Textures
    • Tuning noises
    Add to cart

Need specific sound effects? Try a search below:
 

Listen to the player

Most developers have been thinking about how their sound and music functions within VR.  We’ve also been thinking about what sounds we can take from the player, and what we could do with them.

PlayStation VR has a microphone on the bottom of the visor.  This allows us to capture sounds or speech from the player, and either incorporate it into the world, for example voice chat, but also it allows us take the sound, manipulate that data and then use that data to control certain parameters within the game.

For example, in the London Heist, there’s a drink on the dashboard.  What if the player decides they want to pick it up and drink it?  Obviously, they can’t really drink it.  That would be silly.  But they will try.  And if they do try, having the world react in a believable way will increase the sense of immersion.  One of our technical designers, SImon Gumbleton came up with a technique of measuring the power of the microphone input, and then using it to trigger a drinking sound.

Again, audio can paper over the cracks.  Audio, this time from the player, will allow another level of interaction between the player and the virtual world.

How can the player affect the world through the sounds that they make?

So the question our teams should ask is; instead of the player just listening to the world the developers have created, how can the player affect the world through the sounds that they make?
 

Linear VR Video

Before I go, I want to speak briefly about audio for linear VR video, as opposed to interactive content.  At the moment, most teams I know that are creating VR video are doing it in Unity, or some other game engine.  This, at the moment, is by necessity.  There is no support for VR in any of the off-the-shelf audio packages at the moment.  There are though quite a few plugin manufacturers working on tools to allow teams to design audio for VR, and as time progresses those tools will improve.

Ambisonics is a 40 year old sound format for encoding 3D audio that up until recently was considered a bit of a relic, but it translates perfectly to VR, so expect it to make a resurgence in the coming years.  This will be helped by Google’s adoption of it for VR and 360 video on YouTube, which was rolled out a couple a weeks ago.  The new MPEG-H format also supports 3D audio, but it’s very new and no applications support it at the moment.  The same goes for AC4.

 

So, to sum up, the switch from developing for screen-based entertainment to VR is not straightforward.  It’s literally a whole new world, and we’re still finding out the rules.

However, because of the fragility of the player’s acceptance of the virtual world within VR, audio should be an integral part of the design process, to be considered from the very start of a project, from both a creative and technical point of view.

If immersion and presence is your goal, your sound team will be the ones that will have to deliver it.

 

Please share this:


 

A big thanks to Garry Taylor for his insights on audio in VR!

 
 
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:
 
 
  • ‘Magic Elements’ is a detailed collection of designed & source sounds of organic elements, actions, characters, items, spells & atmospheres in the realm of Magic.


    DESIGNED:
    In the designed section you will find 326 carefully crafted sounds.
    Volume 1 of this magic saga is comprehensively focused on 6 elements:
    Earth, Ice, Fire, Air, Black, and Generic.

    Each element comes with a variety of spells, actions/movements such as whoosh, impacts, atmospheres, projectiles, along with many variations in intensity and speed.

    All these sounds are carefully designed, edited and meta-tagged.

    The ‘generic’ category contains handy neutral go-to sounds that are useful for any project.

    SOURCE:
    The source folder is packed with 444 useful sounds that cover a large spectrum; thoroughly edited and meta-tagged. They will support your creativity with materials such as choirs, dissonant metal, creatures, papers, debris, drones, cracks, textures, friction, LFE sub sweeteners,…

    What’s inside:

    • Impacts, Whoosh, Air Swirls,
    • Fireball, Deflagration, Flame Thrower, Deep Sub Whoosh
    • Aura, Energy Stone, Old Grimoire, Healing,
    • Earthquake, Constant Debris, Falling Rocks, Ground Friction,
    • Haunted Books,Laboratory, Magic Box, Potion
    • Huge Ground Opening, Eerie Drones,
    • Dark Choir, Ominous Creatures, Dark Dissonant Metal Scrape,
    • Iceberg Destruction, Ice Scrapes, LFE Sub Sweeteners,


    Choose how you want your sounds!
    2 DOWNLOAD OPTIONS INCLUDED:

    • GLUED (Multiple variations of the same sound glued in one file)

    • SEPARATED (Each variations of sound are separated in different files)

    Add to cart
  • User Interface (UI) Advanced UI Play Track 928 sounds included, 21 mins total $59 $49

    Looking for UI sound effects? The Advanced UI collection gets you a wide range of interface sound effects – from natural, organic and minimal pops, beeps and chirps to 8-Bit, hybrid and highly processed, electronic and digital SFX that will complete almost any project where UI/UX sounds are required. + Includes embedded Soundminer meta data.

    Designed for use in animations, video games, mobile apps, motion graphics, film, software development and industrial design projects, Advanced UI is a perfect fit for getting user interface sounds just right.

    17 %
    OFF
    Add to cart
  • Household Essential Kitchen Play Track 400+ sounds included $19

    This sound effects library encompasses basics kitchen elements, objects and actions

    Recorded in their original settings: the kitchen

    What’s inside:

    • Veggies chopping, slicing, manipulating
    • various appliances such as microwave, oven, fridge, toaster
    • pan and pots actions and frying sizzle
    • various container manipulations, open and close
    • water, juice, wine, utensils, dishes, cereals grains, paper, cardboard, plastic

    Add to cart
 
Explore the full, unique collection here

Latest sound effects libraries:
 
  • Foley MOVES Play Track 772+ sounds included $115 $89

    MOVES is a collection of character foley clothing and gear movements that cover a large range of characters such as Special Forces, Medieval Soldier, World War Soldier, Policeman, and High-tech Soldier among many others.

    MOVES will make a great addition to your sonic arsenal and help you achieve that personal character sound that you have in your head. MOVES does not replace a Veteran Foley artist, but will come in handy if you have a restricted budget or if you need a good sound to enhance the movements of your characters.

    You get several walks, runs and stop movements for every type of character.

    Two versions included:

    To speed up your workflow, the library comes with two versions of the same content, tailored for people working either in the Video Game or the Cinema industry:

    Video Game Workflow: For every variation, you will have a single wav file, making it ideal for people who like to have every sound already cut and ready to be used in their DAW or middleware. It consists of 772 sounds.
    Cinema Workflow You will find several variations of the sounds in single wav files here. It consists of 151 wav files sounds.

    And as mentioned, both versions are included, so you can pick whatever works best for your way of working.


    Features props and characters such as:

    Bullet-proof vest, medieval chain mail, dress, leather jacket, old robot, policeman, World War II soldier, Special Forces, Thin Android, Winter Jacket, medieval foot soldier, plastic character, rattle character, shield, sword, weapons, helmets, high tech soldier, winter jacket

    As always, all sounds are embedded with useful Soundminer metadata. I really hope you will find this collection inspiring and useful in your future projects.

    Have a great day designing your new characters with MOVES!

    Best wishes,
    Michel Marchant.

    23 %
    OFF
    Ends 1545174000
  • Motorcycles Helmet Wind Noise Play Track 21 sounds included, 97 mins total $35 $25

    This library gets you 97 minutes of binarual recordings of wind noise, captured inside the helmet as a motorcycle rides along the highway. The speed ranges from a slower pace all the way up to 100 – 130 km/h, and features both acceleration, variable and constant speeds, as well as occasional sounds of passing traffic as captured from inside the helmet. The helmet is a flip-up type of helmet, and the motorcycle is a Honda NC 700D.

    Recorder: Tascam dr100 mk/III, Microphone: DPA 4060 miniature omni

    29 %
    OFF
  • City Life Laos Play Track 153+ sounds included, 353 mins total $75 $60

    Jungles, walla, rivers, crickets, waterfalls, streets and rural villages all unique to Laos.

    All sounds were recorded using the Sound Devices Mix Pre 6 and a stereo pair of Sennheiser MKH 8020s.

    To read about my field recording trip to Laos and to download the free sample pack simply click here.

    20 %
    OFF
  • Human Ethereal Breaths Vol.1 Play Track 132 sounds included $14 $10

    Collection of Abstract and Ethereal Breaths. Recorded Binaurally with optimum results when played back through headphones.

    8 tracks containing 132 SFX in Total, varying levels of reverb reverse whooshes and abstract breathing patterns.

    All files in WAV format with embedded Metadata fully Soundminer compliant.

    29 %
    OFF
    Ends 1545174000
  • DANZA MACABRA is a collection of sound effects made out of real instruments recorded with Barcus Berry contact microphone.

    Unusual tones and timbres came out while bowing and scratching violin and cello or “playing” an upright piano with “string piano technique” using different metal objects.

    Danza Macabra comprises 45 loops at 140 bpm of designed clocks, tick loops, wooden old pendolo and time design elements. Designed glockenspiel and ride cymbals, morphed cinematic elements you will not find elsewhere.

    The sounds contained in Danza Macabra are great when treated with different amount of pitch-shifting to get never heard before sonic results.

    An exclusive collection to satisfy your sound design addiction.

    Features elements and sounds such as:

    • Accent
    • Cinematic elements
    • Clock loops
    • Cymbals
    • Designed glockenspiel
    • Getez – raw
    • Hybrid hits
    • Pianoverse
    • Screech reverse pass by
    • Textures
    • Tuning noises
 
FOLLOW OR SUBSCRIBE FOR THE LATEST IN FANTASTIC SOUND:
 
                              
 
GET THE MUCH-LOVED A SOUND EFFECT NEWSLETTER:
 
The A Sound Effect newsletter gets you a wealth of exclusive stories and insights
+ free sounds with every issue:
 
Subscribe here for free SFX with every issue

One thought on “How to unlock the creative power of audio in VR:

  1. Thanks for this post!

    Michael Abrash’s quote about 3D sound (‘not an addition, it’s a multiplier’) reminds me of a quote from Akira Kurosawa, the famed film director, sharing his thought about the relationship between sound and image: “sound is that which does not simply add to but multiples the effect the image.”

Leave a Reply

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

HTML tags are not allowed.