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:


Trending right now:

  • SOUNDS FROM UNDER YOUR SKIN
    BOOM Library’s newest sound effects outgrowth has surfaced: MUTATE ORGANIC, the deliciously abnormal collection of mutating and morphing lifeforms and rogue organic matter. Discover the full spectrum of size, dampness and gut-wrenching movement this library provides in its ready-to-use Designed collection as well as the ultra-detailed comprehensive Construction Kit.

    WHAT’S INSIDE

    INCLUDED SOUNDS – KEYWORDS
    ALIEN, ANIMAL, ATMOSPHERE, BLAST, BONES, BOULDER, BREATH, CARVE, CHOKED, CLOTH, CUTTING, DEBRIS, DRY, ERUPT, FICTIONAL, FLAME, FLUID, FUTURISTIC, GARGLE, GORE, GRANULAR, GRIND, GROW, GUT, IMPACT, INSECTS, JUICY, LIFEFORM, LIQUID, MOIST, PARTICLE, PLASMA, RUBBER, SCREECH, SIZZLE, SLIME, SLURPING, SQUEAK, STRETCH, SWISH, SYNTHETIC, TEXTURE, TUBE, VEGETABLE, VIRUS, VOCALIZATION, WET, WHOOSH, WOBBLE, WOODEN
  • YOUR DEFINITIVE SOURCE FOR GUN FOLEY SOUNDS
    11 different firearms. Triggers, dry shots, safety switches, reloading, magazines and much more, delivered in our high BOOM Library quality standard with 96kHz, 24bit.

    WHAT’S INSIDE

    INCLUDED SOUNDS – KEYWORDS
    GUNS, HANDLING, RIFLES, WEAPONS, TRIGGER, MAGAZINE, COLT, CLOSE, DISTANT, PUMPGUN, SHOTGUN, SHOTS, PISTOLS, PULLING, SHOOTING, BATTLES, SWITCHES, RELOADING, LOADING

    TWO RECORDING ANGLES
    With this SFX library you get a vast variety of gun handling and Foley sounds needed for almost any type of hand weapon or rifle. Each sound comes on one mono close track and one stereo mid distance track. 410 royalty free SFX delivered in 70 files per track.

    WHAT WE RECORDED

    • 11 Guns
    • 3 Assault Rifles: AK47, M16, H&K G36
    • 2 Submachine Guns: FNH P90, H&K MP5
    • 2 Pistols: Walther P99, Glock 45
    • 1 Granade Launcher: M203
    • 1 Bolt Action Rifle: Remington 700
    • 1 Revolver: Smith and Wesson 686 357 Magnum
    • 1 Pumpgun

    WHAT’S SO SPECIAL ABOUT THIS LIBRARY?
    Impressive and high quality gun shot sound effects are invaluable but they’re only half the battle. Our Micro BOOM – GUN HANDLING library gives you the perfect other half: Gun Foley sounds!
    Whether for an intense firefight, its aftermath or preparation, GUN HANDLING has you covered.

  • MAGIC SOUND EFFECTS REDEFINED
     
    Enter the world of MAGIC – ARCANE FORCES, where supernatural entities can be heard raging with ultimate power and fury. The distinctly forceful and kinetic character of this comprehensive sound effects library and its designs is supported by countless pristine source recordings of the elements being pushed to their limits. Whether in post production or sound design for games, MAGIC – ARCANE FORCES gives you the edge on the other side.

    WHAT’S INSIDE:
    INCLUDED SOUNDS – KEYWORDS
    ACID, ARCANE, BARRIER, BREATH, BUFF, CURSED, DEBUFF, DIVINE, ELECTRIC, ENERGY, FIRE, GLASS, ICE, IMPACT, LIGHT, LIQUID, METAL, PROCESSED, PROJECTILE, RUMBLE, SEQUENCE, SUMMON, SWEETENER, SWISH, TELEPORT, TEXTURE, VOICE, WATER, WHOOSH, WIND
  • Firearms Sound Effects Guns Play Track 770+ sounds included $225

    This is not another tired collection of stereo mixes or over-designed guns. We are proud to offer a massive set of multi-channel gun recordings, produced by experienced weapon recordists. Each weapon in the library includes sounds from at least 8 microphone perspectives, covering close, medium, and distant perspectives. We traveled to the Arizona desert and recorded real guns, firing live rounds, in an great sounding outdoor environment.

    We have kept these sounds as raw and unprocessed as possible. While we carefully edited and cleaned every sound, you may still encounter occasional noise (shell ejections, rumble, wind buffets, and other outdoor sounds). It is our belief that if removing noise takes away from the character of the sound, we’d rather leave it alone, and let the end user decide how to best fit the sound in their mix. Despite any small imperfections, these are the cleanest, most powerful, and most useful gun recordings you will find anywhere.

    Each weapon offers multiple takes and perspectives. Semi-Auto and Bolt Action guns include multiple single shots (8-12).  Full-Auto guns include multiple single shots, bursts, and long bursts (generally around 16-20+ rounds). You’ll find at least 8 microphone positions for each weapon; covering close, medium, and distant perspectives. View the weapon list to see everything that is included in this library.

    Featuring 27 different weapons:
    • Handguns
    • Rifles
    • Assault Rifles
    • Submachine Guns
    • Belt-Fed Machine Guns
    • Suppressed weapons

    Weapons included:
    AK47, AR 10, FN FAL 7, SCAR17, Heckler & Kock HK 53, M4 Carabine, Glock 18, Kimber Customer II 1911, Smith & Wesson 686. Walther P1, Walther P99, Browning M2HB, M240, M249 SAW, PKM, RPD 7, Mosin Nagant M44 Bolt Action, Saiga IZ-139, Savage Arms Model 16 Bolt Action, SKS, FN P90, Heckler & Koch MP5, Mini UZI 9mm, Uzi 9mm, m4 Carabine Suppressed, Mini Uzi Suppressed, HK MP5 Suppressed


Latest releases:

  • Inner Sounds Of A Vintage Juke Box is a distinctive sound library that reveals the subtle mechanical noises of the NSM Nostalgia Gold juke box.
    Captured using contact mics and LOM Geofon’s, this collection features deep bass sounds, low-frequency hums, clicks, clanks, soft whirrs and the watery movements of the bubble tube lighting.

    Source Files Info

    Mastered : No
    Normalised : No
    Multi Recording Takes For Varying Nuances
    Multiple Microphone Perspectives
    Recorder : Sound Devices Mix Pre 10II
    Microphones : Stille and Klang spot contact microphones, Organic Audio Cjossul v2, LOM Geofon
    Microphone Perspective : Contact / Magnetic / Suction

    20 %
    OFF
  • The unbridled sound of childhood.

    As both a sound designer and a father of three, I know how challenging it is to capture the spontaneous sounds of children at play in a perfect studio setting. Kids Vol. 1 brings that elusive magic straight to your fingertips, featuring a meticulously curated collection of authentic kids’ sounds—laughing, grunting, playing, screaming, singing, speaking, and more—recorded in both solo and group settings.

    Each file has been carefully treated to remove unwanted noise without sacrificing the character and nuance of the original recordings. The sounds are trimmed and given clear, UCS-compliant filenames and metadata, so you can easily drop them right into your films, games, commercials, or any project that needs an infusion of childlike energy.

    Kids Vol. 1 captures the sound of kids at their best—having fun.

  • Oil-Paper Umbrellas is a collection of sound effects recorded from three sizes of traditional oil-paper umbrellas.
    
It includes various actions such as unfolding, folding, handling movements, creaking, shake-outs, lock mechanism clicks, and grabs.

    Microphones & Recording Equipment:
    Mic (Facing Inward): AKG C414 XLII
    Mic (Facing Outward): Sennheiser MKH 8040

    Recorded at 96kHz/32bit using a Sound Devices MixPre-10 II, and bounced to 96kHz/24bit.

    30 %
    OFF
  • Helicopter Sound Effects Airbus H125 Helicopter Play Track 44+ sounds included, 47 mins total $80

    Over 28 minutes of startups, idling, takeoffs, hovering, approaches, pass-bys, and shutdowns from an Airbus three-blade helicopter, delivered in both stereo and ambisonic formats.

    Also you’ll receive a processed folder containing 24 additional files featuring engine failures, whine ramps, distant fly-bys and other helicopter sound simulations. These have been crafted exclusively from the original source files, showcasing the flexibility of this library and the creative possibilities it offers.

    20 %
    OFF
  • City Life Sound Effects Sonic Snapshot Shanghai Play Track 43 sounds included, 122 mins total $29

    This library features a Sonic Snapshot into the sonic signature of Shanghai, China. Hear traffic ambiences from a city with the world’s highest EV adoption rate, street sweeper bells played by workers driving three-wheeled trucks loaded with cardboard, walla from art galleries and metro stations, and the low-frequency drones of passing ships in the Huangpu River at the Shanghai Bund.

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:

  • Presenting the most malfunctioning, dirty old gritty sounding engine failure library out there

    Featuring a staggering 81 files with numerous takes in most tracks, the Kaput sound effects library will cover the bases of almost any broken false starting engine scene one can imagine.

    I can honestly say, that finding the vehicles and tools for this library, has been among the most challenging I have come by. Old and broken cars and trucks are hard to come by these days. Most cars are obviously either driving and dont have start problems, and many of the rest just wont start at all.

    Just as rare are broken petrol powered tools, which usually fit the latter category of not working at all.

    Still, with amazing recording help from recordist Michal Fojcik Soundmind Poland, and just as amazing help from recordist Erik Watland from Norway, the Kaput sound effects library is featuring no less then

    24 different cars, trucks, moped and motorcycles

    1 boat engine

    A few weird sounding power generators and water pump motors

    Back firing exhausts

    Petrol powered garden tools, chain saws, and hedge trimmers

    Brutal construction machines

    From old eastern european trucks, vintage US V8 muscle trucks, classic scandinavian cars, and more modern diesel and petrol engines to funny sputtering dying petrol power tools.

    There is even a few more recording sessions planned, that just didn’t make the deadline for the first batch of sounds in this library (buying a copy of this first of sounds, will of course make any future sounds added to the library free of charge).

    KAPUT is 81 stereo and mono files, 96/24. 1,6 gb big, all UCS ready!

  • SOUNDS FROM UNDER YOUR SKIN
    BOOM Library’s newest sound effects outgrowth has surfaced: MUTATE ORGANIC, the deliciously abnormal collection of mutating and morphing lifeforms and rogue organic matter. Discover the full spectrum of size, dampness and gut-wrenching movement this library provides in its ready-to-use Designed collection as well as the ultra-detailed comprehensive Construction Kit.

    WHAT’S INSIDE

    INCLUDED SOUNDS – KEYWORDS
    ALIEN, ANIMAL, ATMOSPHERE, BLAST, BONES, BOULDER, BREATH, CARVE, CHOKED, CLOTH, CUTTING, DEBRIS, DRY, ERUPT, FICTIONAL, FLAME, FLUID, FUTURISTIC, GARGLE, GORE, GRANULAR, GRIND, GROW, GUT, IMPACT, INSECTS, JUICY, LIFEFORM, LIQUID, MOIST, PARTICLE, PLASMA, RUBBER, SCREECH, SIZZLE, SLIME, SLURPING, SQUEAK, STRETCH, SWISH, SYNTHETIC, TEXTURE, TUBE, VEGETABLE, VIRUS, VOCALIZATION, WET, WHOOSH, WOBBLE, WOODEN
  • Combustion is a sound effects library exploding with combustible sound design material. It encompasses explosions, chemical reactions, fires, and various other forms of combustion. It provides a vast scope of sound design elements for weapons, whooshes, vehicles, impacts, and so much more.

Explore the full, unique collection here

Latest sound effects libraries:
 
  • Inner Sounds Of A Vintage Juke Box is a distinctive sound library that reveals the subtle mechanical noises of the NSM Nostalgia Gold juke box.
    Captured using contact mics and LOM Geofon’s, this collection features deep bass sounds, low-frequency hums, clicks, clanks, soft whirrs and the watery movements of the bubble tube lighting.

    Source Files Info

    Mastered : No
    Normalised : No
    Multi Recording Takes For Varying Nuances
    Multiple Microphone Perspectives
    Recorder : Sound Devices Mix Pre 10II
    Microphones : Stille and Klang spot contact microphones, Organic Audio Cjossul v2, LOM Geofon
    Microphone Perspective : Contact / Magnetic / Suction

    20 %
    OFF
  • The unbridled sound of childhood.

    As both a sound designer and a father of three, I know how challenging it is to capture the spontaneous sounds of children at play in a perfect studio setting. Kids Vol. 1 brings that elusive magic straight to your fingertips, featuring a meticulously curated collection of authentic kids’ sounds—laughing, grunting, playing, screaming, singing, speaking, and more—recorded in both solo and group settings.

    Each file has been carefully treated to remove unwanted noise without sacrificing the character and nuance of the original recordings. The sounds are trimmed and given clear, UCS-compliant filenames and metadata, so you can easily drop them right into your films, games, commercials, or any project that needs an infusion of childlike energy.

    Kids Vol. 1 captures the sound of kids at their best—having fun.

  • Oil-Paper Umbrellas is a collection of sound effects recorded from three sizes of traditional oil-paper umbrellas.
    
It includes various actions such as unfolding, folding, handling movements, creaking, shake-outs, lock mechanism clicks, and grabs.

    Microphones & Recording Equipment:
    Mic (Facing Inward): AKG C414 XLII
    Mic (Facing Outward): Sennheiser MKH 8040

    Recorded at 96kHz/32bit using a Sound Devices MixPre-10 II, and bounced to 96kHz/24bit.

    30 %
    OFF
  • Helicopter Sound Effects Airbus H125 Helicopter Play Track 44+ sounds included, 47 mins total $80

    Over 28 minutes of startups, idling, takeoffs, hovering, approaches, pass-bys, and shutdowns from an Airbus three-blade helicopter, delivered in both stereo and ambisonic formats.

    Also you’ll receive a processed folder containing 24 additional files featuring engine failures, whine ramps, distant fly-bys and other helicopter sound simulations. These have been crafted exclusively from the original source files, showcasing the flexibility of this library and the creative possibilities it offers.

    20 %
    OFF
  • City Life Sound Effects Sonic Snapshot Shanghai Play Track 43 sounds included, 122 mins total $29

    This library features a Sonic Snapshot into the sonic signature of Shanghai, China. Hear traffic ambiences from a city with the world’s highest EV adoption rate, street sweeper bells played by workers driving three-wheeled trucks loaded with cardboard, walla from art galleries and metro stations, and the low-frequency drones of passing ships in the Huangpu River at the Shanghai Bund.


   

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.