What is Spatial Audio? Asbjoern Andersen


What is spatial audio? It's a term we hear a lot, but it can be hard to get your head around what exactly it entails. To help shed some light on it, Ira Bolden from Embody talks spatialization, immersive audio formats, binaural audio for games, using AI to create personalized HRTFs (head-related transfer functions), and how they approach spatial audio at Embody:
Written by Ira Bolden, photos courtesy of Ira Bolden
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  • Animal Sound Effects Animal Hyperrealism Vol III Play Track 1711 sounds included $136

    Animal Hyperrealism Vol III is a library containing sounds themed animal vocalisations, from real to designed creatures totaling more than 1700 individual sounds in 279 files.

    The sounds were recorded in zoos and wildlife centers. The asset list includes but is not limited to: european red deers, monkeys, reindeers, hornbills camels, crickets, tamarins, boars, frogs, red ruffed lemurs, parrots, and many more.

    The content has been recorded at 192KHz with a Sanken CO100K plus a Sennheiser 8050 for center image and a couple of Sennheiser MKH8040 for stereo image.
    Part of the cheats section of the library features samples recorded at 384KHz. For these sounds an additional microphone was employed, specifically the CMPA by Avisoft-Bioacoustics which records up to 200 KHz. This microphone was used to record most of the library but the 384KHz format was preserved only where energy was found beyond 96KHz not to occupy unnecessary disk space.
    All files are delivered as stereo bounce of these for mics, though in some instances an additional couple of CO100K was added to the sides.
    The resulting ultrasonic spectrum is rich and allows for truly extreme manipulation of the content.

    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.
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  • – Evolved WATER Sound Library


    This isn’t just another water library, this is a professional’s dream library, and we feel you are all going to love it. Not only from all the source recordings, but also from all the incredible designed sounds. It really is an all around workhorse that will have you covered for everything WATER. With over 1600 files and over 3,000 sounds, this library is absolutely massive. Everything from rain, lakes, waterfalls, rivers, and bubbles all the way up to KYMA designed cinematic impacts. We spent over a year recording and designing this collection and are so proud to offer it to you for your toolbox!

    Why make another Water library? Because here at SoundMorph we always want to push the limits and quality of what is out on the current marketplace. Elements like WATER present a huge challenge to make modern and exciting. This is what we aimed for with this collection. Watch the Behind The Scenes video by clicking on the “How’s Made Button” to find out just how much went into making this colossal release. A new standard for any working sound professional!

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  • Introducing “Explosive Symphony,” an electrifying library that puts the spotlight on the sheer power and intensity of explosions. From earth-shaking rock debris blasts to spine-tingling sci-fi detonations, this collection is a testament to the raw force of explosive events. Perfect for adding adrenaline-pumping impact to your projects, “Explosive Symphony” offers a dynamic range of explosion sounds that will leave your audience on the edge of their seats.

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    INCLUDED SOUND LIBRARIES

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  • Magic & Fantasy Sound Effects Sorcery Play Track 2196 sounds included, 337 mins total $119.99

    Rock The Speakerbox presents Sorcery, the ultimate sound design toolkit for magic and enchantment.

    Harness the forces of light with white magic. Ignite the night with the unbridled power of fire and flame.Summon the darkest of evil with black magic and necromancy. Release the fury of a million volts by mastering the electron. Lay waste to your foes with the sheer might of water and acid. Conjure the frigid and unleash the frost with the power of ice.

    Recorded on stage and in the field, and designed by award winning sound designers, SORCERY contains 11.7 GB of HD quality content spread across 1992 construction kit sounds and 204 designed sounds. With spells, deflects, casts, blocks, beams and more, SORCERY provides sound designers and media content creators unrivaled wizardry at their fingertips.

    The extraordinary awaits within.

     

    KEYWORDS:

    Magic sounds, Spell sounds, Fantasy effects, Enchantment FX, Magical FX, Sorcery sounds, Fantasy spells, Enchanted sounds, Wizard SFX, Magic aura, Spell casting, Magical elements, Fantasy ambience, Potion sounds, Spellbook FX, Arcane magic, Enchanted FX, Magic toolkit, Fantasy creatures, Fantasy magic, Wizard effects, Magic spells, Sorcery toolkit, Magic swirls, Fantasy sound library, Mystical sounds, Sorcerer FX, Enchantment library, Magical toolkit, Fantasy sounds, Dark magic, Magic dust, Mystical ambience, Sorcery FX, Fantasy environment, Magical vibes, Fantasy aura, Spellbinding sounds, Magic whisper, Potion brewing, Magical world, Enchanted library, Magical creatures, Fantasy realms, Magic waves, Arcane library, Wizard spells, Magical FX library, Fantasy toolkit, Magical effects pack

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Spatial effects are a key element in creating clarity and dynamicity in any audio mix. In the world of stereo music, mix engineers will often create a sense of space and depth with techniques including panning, stereo widening, and the manipulation of time-based effects like reverb and delay. By shaping the space in which the music dwells, individual elements are allowed to breathe and interact in a way that creates a more engaging and polished listening experience.

The concept of spatialization in music has recently expanded thanks to the integration of binaural rendering engines into streaming services like Apple Music. Immersive audio formats such as Dolby Atmos, which were once the domain of the film industry, and hi-fi aficionados with ample disposable income, are now beginning to supplant traditional stereo as technologies advance, which enable their consumption over headphones. No longer limited to a stereo sound field or an audience restricted by access to surround sound speaker arrays, mix engineers now have the freedom and incentive to explore a sense of space that expands around, above, and behind the listener.

The rise of Spatial Audio in popular music signals a shift in the public consciousness that game designers would do well to take note of. As awareness of and demand for immersive sound increases, so too will quality expectations, applying pressure on game developers to come up with innovative new ways of improving the depth, accuracy, and engagement of their spatial sound design. Notable, too, is the fact that headphones are dominating as the primary medium by which listeners are consuming spatial audio. This means that as sound designers create in immersive mediums, they need to pay very close attention to how their work is going to translate within a binaural sound field.

 

BINAURAL AUDIO IN GAMES: A BRIEF HISTORY

Binaural Audio is a stereo format meant to emulate the way human ears experience sound in real-world environments. It can be produced by recording an audio source using a head-shaped microphone array or through digital rendering such as found in Apple Music, Dolby Atmos for Headphones, and Immerse Gaming software. Due to its effectiveness at translating an enveloping sense of sonic space with just two channels, as well as its assumption of a listening position at the center of the sound field, binaural audio is ideally suited to headphone playback. While approaches to binaural rendering vary widely from case to case, all of them rely on a Head Related Transfer Function (HRTF) at their core.

Game sound designers have been contending with 3D sound fields for a long time. Examples of binaural 3D audio implementation can be found as far back as 1998. In addition to being the year Brittany Spears secured her immortality as a global pop icon with the release of her single, “…Baby One More Time”, 1998 also saw the release of a slightly less lusty but no less influential piece of entertainment media: Half-Life.

Half-Life remains widely regarded as one of the most influential FPS titles of all time, lauded by critics and fans alike for its innovative contributions to the genre. Perhaps it was that same spirit of innovation that inspired the developers to integrate the Aureal A3D 2.0 audio engine into the game. Although the accuracy of its spatial definition pales in comparison to more modern examples, Half-Life’s use of binaural audio was groundbreaking for its time. To hear Aureal A3D 2.0 in action and to learn more about its tragic history, check out this YouTube video.

The untimely demise of Aureal A3D would not be the end of binaural audio in games. Many other companies entered the fray with their own 3D audio engines. From the practically ancient DirectSound3D, RealSpace3D, and Phonon 3D to more recent examples like Windows Sonic, Steam Audio, and Resonance, immersive audio technology has seen continuous innovation and improvement throughout its sorted yet unrelenting history. Yet, with nearly every iteration and permutation, one common thread has persisted: the use of generic HRTFs.

 

YOU’RE NO DUMMY: THE NECESSITY OF HRTF PERSONALIZATION

HRTF is the scientific designation given to the set of data that explains how you hear stuff. HRTFs are completely unique to every individual and include a mind-boggling array of anatomical idiosyncrasies, all of which our wrinkled human brains somehow manage to take into consideration when localizing sound. They’ve been the subject of extensive research and the linchpin of every “3D audio for headphones” solution you’ve ever heard. In the context of video games, an HRTF functions as the mathematical representation of “You” within a 3D sound field.

Embody_sound-01

No two HRTFs are alike. Can you spot the differences?

It goes without saying that you are not a B&K Head and Torso Simulator. You are also not the anatomical equivalent of your nearest neighbor unless perhaps you live in an underground facility populated with clones of yourself. And yet, sound designers have been forced time and time again to rely on generic HRTF modeling techniques, including the popular Nearest Neighbor approach featured in the Sony Tempest engine, to enable their players to experience immersive audio. This is tantamount to forcing you to listen with someone else’s ears; they may be ears, sure, but they’re not yours, and your brain knows it.

Have you ever listened to spatial audio on headphones and thought, “This doesn’t sound right?” Maybe you’re having a hard time distinguishing between sounds in front of you and behind you. Maybe everything sounds like it’s underwater, or maybe everything sounds like it’s above you for some reason. Although HRTF issues are not the sole contributing factor to negative spatial audio experiences like these, they rank very high on the list. This presents a significant problem both for the design phase and the end user experience, affecting both the designer’s ability to create immersive audio that will accurately translate to headphones and the player’s ability to… well, enjoy it.

So, if they’re so problematic, why use generic HRTFs at all?
 

AVOIDING YOUR PROBLEMS: PERSONALIZATION BY HALF-MEASURES

HRTF Personalization is not as easy as it might seem. In fact, it requires such a specialized base of knowledge that most companies choose to circumnavigate it entirely. Even those solutions that tout some degree of personalization are not actually delivering unique HRTFs to every user. Instead, they’re personalizing by half measures.

Take the aforementioned Nearest Neighbor method, for example. With this method, a user selects or is assigned an HRTF from a finite pool of premade HRTFs. The number of available HRTFs can vary, as can the sophistication of the matching methodology. For example, users may be asked to perform a sort of spatial imaging listening quiz that funnels them to one of three possible HRTF options based on their responses. Other solutions could require a full face scan from which certain identifiers are extracted to match the closest available HRTF, but these solutions are not usually very transparent with respect to what those identifiers are and how accurate the whole process really is across demographics.

Another half measure is to start with an artificial HRTF, usually based on one of those HATS dummy heads, and then allow the user to modify a limited set of parameters based on their personal measurements. Waves NX is one example of such an approach where users were able to enter their head circumference and interaural arc in place of the generic’s. These kinds of approaches, while better than no personalization at all, still fall short of true HRTF personalization because they operate using a very limited number of parameters that aren’t sufficient in covering the natural variety that occurs between every individual HRTF.

Granted, the traditional methods for actual personalization are quite cumbersome and in no way scalable for mass market distribution. Binaural microphones and anechoic chambers are cool and everything, but nobody wants to sit in a chair for hours while acoustic researchers measure impulse responses. Well, maybe not nobody – but you get the point.

Embody_sound-02

Nikhil Javeri, Manager – Machine Learning R&D at Embody, demonstrating his enthusiasm for anechoic chambers and mass market viability of traditional HRTF measurement processes.

 

ARTIFICIAL INTELLIGENCE: UNLOCKING SPATIAL AUDIO’S TRUE POTENTIAL

In addition to plagiarizing artists on a mass scale hitherto unimaginable, Artificial Intelligence is enabling us to achieve some pretty miraculous things. Among the list of AI’s accomplishments is the ability to generate entirely unique personalized HRTFs for anyone within 30 seconds, using just a smartphone and cloud computing. This relatively recent development has been deployed for the mass market in FINAL FANTASY XIV.

With the release of Immerse Gamepack, FINAL FANTASY XIV became the first MMORPG ever to integrate personalized binaurally rendered Higher Order Ambisonics (HOA) audio. With the exception of being limited to PC only (for now), this immersive experience is hardware agnostic – meaning players can hear it using any headphones. This was accomplished with the help of the Immerse™ AI Engine, developed by Embody – that’s us!

“With standard stereo audio technology, it can be difficult to fully grasp where the audio is coming from. Since each person has a unique head shape and ear positioning, audio coming from behind or above us is perceived differently by everyone. To address this, the Immerse Gamepack uses AI to analyze a photo of a person’s ear to tailor sounds specifically for that individual.” – Go “Kinugo” Kinuya, FFXIV Sound Team

Immerse employs a novel 3D reconstruction algorithm that is modeled taking into account the geometry of the human ear. A 2D image or video capture is fed into the algorithm from which a 3D model is extrapolated. The 3D output is then run through an Acoustic Scattering Neural Network (ASNN) designed on the principles of Boundary Element Method (BEM), which replicates how sound reflects and refracts off your ear from any direction and then outputs your HRTF. This algorithm deviates from other state-of-the-art 3D reconstruction techniques in that it’s specifically trained to analyze complex abstract ear structures as opposed to more common shape estimation problems.

Embody_sound-03

If that information caused your eyes to glaze over, you’re not alone. If you’re interested in learning more about this machine learning-based approach to creating personalized HRTFs, grab a cup of coffee, settle in, and dig into this research paper, which covers the topic in extensive technical detail.

It may not seem like it at first, but this development is actually a pretty big deal. With the HRTF personalization problem finally solved, sound designers now have access to a powerful tool that will help them create a new generation of binaural audio experiences that are far more accurate in their articulation of spatial detail – particularly in the height dimension.

 

PERCEPTUAL TUNING: EXPANDING THE CREATIVE ROLE OF HRTF TECHNOLOGY

Scalable HRTF personalization infrastructure isn’t the only advancement required to truly elevate quality standards for immersive soundscapes. HRTFs have traditionally been used as a generic variable for achieving a baseline binaural spatialization effect. However, new techniques and technologies are being developed, which dramatically expand the creative possibilities for HRTF implementation.

Much like HRTFs themselves, no two games’ mixes or sound field requirements are exactly the same. As such, spatial sound fields and HRTF tunings should be designed by taking into account factors including environment, fluctuations in object density, dynamic changes in camera perspective, front vs. rear vs. height imaging, gameplay benefits, and audio mix. In most scenarios, HRTFs are treated as a sort of one-size-fits-all tool and are not customized in a way that is specifically designed to reinforce and complement these critical gameplay considerations.


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Trending right now:

  • Magic & Fantasy Sound Effects Sorcery Play Track 2196 sounds included, 337 mins total $119.99

    Rock The Speakerbox presents Sorcery, the ultimate sound design toolkit for magic and enchantment.

    Harness the forces of light with white magic. Ignite the night with the unbridled power of fire and flame.Summon the darkest of evil with black magic and necromancy. Release the fury of a million volts by mastering the electron. Lay waste to your foes with the sheer might of water and acid. Conjure the frigid and unleash the frost with the power of ice.

    Recorded on stage and in the field, and designed by award winning sound designers, SORCERY contains 11.7 GB of HD quality content spread across 1992 construction kit sounds and 204 designed sounds. With spells, deflects, casts, blocks, beams and more, SORCERY provides sound designers and media content creators unrivaled wizardry at their fingertips.

    The extraordinary awaits within.

     

    KEYWORDS:

    Magic sounds, Spell sounds, Fantasy effects, Enchantment FX, Magical FX, Sorcery sounds, Fantasy spells, Enchanted sounds, Wizard SFX, Magic aura, Spell casting, Magical elements, Fantasy ambience, Potion sounds, Spellbook FX, Arcane magic, Enchanted FX, Magic toolkit, Fantasy creatures, Fantasy magic, Wizard effects, Magic spells, Sorcery toolkit, Magic swirls, Fantasy sound library, Mystical sounds, Sorcerer FX, Enchantment library, Magical toolkit, Fantasy sounds, Dark magic, Magic dust, Mystical ambience, Sorcery FX, Fantasy environment, Magical vibes, Fantasy aura, Spellbinding sounds, Magic whisper, Potion brewing, Magical world, Enchanted library, Magical creatures, Fantasy realms, Magic waves, Arcane library, Wizard spells, Magical FX library, Fantasy toolkit, Magical effects pack

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  • I’ve Decided to Make This Small Instrument Free—Enjoy!
    Enjoy :)

    Snow Foley Instrument, a collection of pristine snow footsteps samples recorded with the legendary Sony PCM-D100 in the remote mountains of southern France. To enhance your sound design workflow, the samples are accompanied by user-friendly Kontakt and DSsampler instruments.

    Whether you’re crafting linear sound designs, immersive interactive experiences, or dynamic game environments, this versatile library has you covered. 

    Key Features: 

    • 8 Different Walking types
    • More than 200 unique samples
    • Recorded in real snow, in different depths
    • Stereo 96Khz 24bit
    • Kontakt & DSsampler
    • Midi Controlled Knobs
    Snow Floey Footsteps Demo

     

    *Runs in Kontakt or Free Kontakt Player version 7.7.3 or higher, and in DecentSampler 1.9.13 or higher.

  • – Evolved WATER Sound Library


    This isn’t just another water library, this is a professional’s dream library, and we feel you are all going to love it. Not only from all the source recordings, but also from all the incredible designed sounds. It really is an all around workhorse that will have you covered for everything WATER. With over 1600 files and over 3,000 sounds, this library is absolutely massive. Everything from rain, lakes, waterfalls, rivers, and bubbles all the way up to KYMA designed cinematic impacts. We spent over a year recording and designing this collection and are so proud to offer it to you for your toolbox!

    Why make another Water library? Because here at SoundMorph we always want to push the limits and quality of what is out on the current marketplace. Elements like WATER present a huge challenge to make modern and exciting. This is what we aimed for with this collection. Watch the Behind The Scenes video by clicking on the “How’s Made Button” to find out just how much went into making this colossal release. A new standard for any working sound professional!

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  • Destruction & Impact Sounds Broken Play Track 2266 sounds included, 273 mins total $119.99

    Nothing slaps a smile on a face like the sweet sound of destruction and mayhem. Designing sound for such complex events as a collapsing building or an earthquake requires a diverse and comprehensive palette of chaos. To create such havoc, one must be equipped with the ultimate destruction sound library.

    We stopped at nothing to put together this library of utter mayhem. BROKEN boasts over 9 GB of HD quality content spread across 1940 construction kit sounds and 326 designed sounds. From car crashes, explosions, crumbling buildings, earthquakes, ripping earth and metal, to debris, BROKEN features all elements of destruction.

    Recorded in the field and on the Paramount Pictures Foley stage, this library equips sound designers for film, games, and web with the tools for creating a ruckus.

    Get wrecked. Get BROKEN.

     

    KEYWORDS:
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HIGHLIGHTS:

  • Destruction & Impact Sounds Broken Play Track 2266 sounds included, 273 mins total $119.99

    Nothing slaps a smile on a face like the sweet sound of destruction and mayhem. Designing sound for such complex events as a collapsing building or an earthquake requires a diverse and comprehensive palette of chaos. To create such havoc, one must be equipped with the ultimate destruction sound library.

    We stopped at nothing to put together this library of utter mayhem. BROKEN boasts over 9 GB of HD quality content spread across 1940 construction kit sounds and 326 designed sounds. From car crashes, explosions, crumbling buildings, earthquakes, ripping earth and metal, to debris, BROKEN features all elements of destruction.

    Recorded in the field and on the Paramount Pictures Foley stage, this library equips sound designers for film, games, and web with the tools for creating a ruckus.

    Get wrecked. Get BROKEN.

     

    KEYWORDS:
    Destruction sounds, Broken FX, Impact FX, Structural collapse, Building sounds, Shatter sounds, Rumble FX, Impact sounds, Structural damage, Falling debris, Crumbling sounds, Destructive FX, Sound destruction, Collapse sounds, Building collapse, Impact SFX, Destruction toolkit, Breaking sounds, Smash FX, Cracking sounds, Debris sounds, Structural collapse FX, Stone impact, Building sounds, Falling impact, Broken pieces, Concrete sounds, Rock impact, Heavy collapse, Sound crash, Structural sounds, Impact library, Shattering sounds, Stone FX, Destruction library, Impact toolkit, Sound break, Heavy rubble, Building FX, Destruction pack, Structural damage sounds, Rock FX, Collapse toolkit, Heavy impact sounds, Crumbling SFX, Falling stones, Concrete impact, Shatter FX, Debris pack, Structural FX, Heavy destruction sounds

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  • Here is the complete ultimate Magic bundle!
    In this bundle, you get both volumes of the acclaimed Magic Elements library:
    Magic Element vol.1
    + Magic Elements vol.2.

    Tune Up your wizardry with top-notch sound from and for the next-gen sound designers!

    DESIGNED: (1,098 sounds)
    the bundle comprises a total of 11 designed elements:
    Earth, Ice, Fire, Air, Black, Energy, Liquid, Foliage, White, Cartoon/Anime, and Generic

    SOURCE: (1,110‬ sounds)
    The source folder is packed with 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,…

    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)

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  • – Evolved WATER Sound Library


    This isn’t just another water library, this is a professional’s dream library, and we feel you are all going to love it. Not only from all the source recordings, but also from all the incredible designed sounds. It really is an all around workhorse that will have you covered for everything WATER. With over 1600 files and over 3,000 sounds, this library is absolutely massive. Everything from rain, lakes, waterfalls, rivers, and bubbles all the way up to KYMA designed cinematic impacts. We spent over a year recording and designing this collection and are so proud to offer it to you for your toolbox!

    Why make another Water library? Because here at SoundMorph we always want to push the limits and quality of what is out on the current marketplace. Elements like WATER present a huge challenge to make modern and exciting. This is what we aimed for with this collection. Watch the Behind The Scenes video by clicking on the “How’s Made Button” to find out just how much went into making this colossal release. A new standard for any working sound professional!

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  • Gore Sound Effects Gore 2 Play Track 5000+ sounds included $119.70

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Need specific sound effects? Try a search below:


Imagine that your sound team included a dedicated spatial audio mastering engineer whose primary responsibility was to tune the HRTF and spatial sound field to your exact requirements. The audiovisual field for on-screen vs off-screen action could be reinforced through adjustments to transitional angles and curves based on differing amounts of spatialization applied to front, side, rear, and height channels or to any available angle in the case of Ambisonic and object-based implementation. The amount and quality of early reflections in the HRTF could be customized in order to significantly aid in localization accuracy across the board. Finally, more traditional mastering options like EQ and gain adjustment could be applied for each angle or spatial region, helping to blend the immersive sound design more effectively with the game’s overall mix.

This is the process we undertook together with the Square Enix sound team when designing Immerse Gamepack. Our Immerse HRTF generation pipeline includes hundreds of customizable variables allowing for such granular control over spatial rendering, which we couple with our patented Clearfield™ technology to control the amount of spatialization applied to different parts of the sound field. By introducing sound designers to this technology and assisting them in its use and implementation, we hope to expand the industry’s understanding of the true creative potential of immersive sound.

 

INTEGRATION: ADDING PERSONALIZED SPATIAL AUDIO TO YOUR GAME

We currently have two options available for integrating Immerse personalized spatial audio technology into your game: Plugins for Wwise and game engines, and custom API integration. These tools provide the means for developers to both monitor channel or object-based audio on headphones with their own personalized HRTFs, and implement that same support on the front-end for their players. This allows you to accurately design and monitor immersive audio on headphones for a wide range of output formats within a binaural virtual environment that’s perfectly contiguous with the environment in which the majority of your players will hear it. If you’d like to learn more about this technology, you can visit our website at https://embody.co/gamedev.

Our mission is to empower sound designers to create better, more immersive spatial audio experiences. We hope you’ve found this article to be informative and that you’re left feeling inspired to further explore personalized, immersive sound design. We encourage you to contact us at dev@embodyvr.co. if you’re interested in exploring how our technology can be integrated into your next project.

 

A big thanks to Ira Bolden for sharing insights on Creating Better Spatial Audio Experiences

 

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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 & Fantasy Sound Effects Sorcery Play Track 2196 sounds included, 337 mins total $119.99

    Rock The Speakerbox presents Sorcery, the ultimate sound design toolkit for magic and enchantment.

    Harness the forces of light with white magic. Ignite the night with the unbridled power of fire and flame.Summon the darkest of evil with black magic and necromancy. Release the fury of a million volts by mastering the electron. Lay waste to your foes with the sheer might of water and acid. Conjure the frigid and unleash the frost with the power of ice.

    Recorded on stage and in the field, and designed by award winning sound designers, SORCERY contains 11.7 GB of HD quality content spread across 1992 construction kit sounds and 204 designed sounds. With spells, deflects, casts, blocks, beams and more, SORCERY provides sound designers and media content creators unrivaled wizardry at their fingertips.

    The extraordinary awaits within.

     

    KEYWORDS:

    Magic sounds, Spell sounds, Fantasy effects, Enchantment FX, Magical FX, Sorcery sounds, Fantasy spells, Enchanted sounds, Wizard SFX, Magic aura, Spell casting, Magical elements, Fantasy ambience, Potion sounds, Spellbook FX, Arcane magic, Enchanted FX, Magic toolkit, Fantasy creatures, Fantasy magic, Wizard effects, Magic spells, Sorcery toolkit, Magic swirls, Fantasy sound library, Mystical sounds, Sorcerer FX, Enchantment library, Magical toolkit, Fantasy sounds, Dark magic, Magic dust, Mystical ambience, Sorcery FX, Fantasy environment, Magical vibes, Fantasy aura, Spellbinding sounds, Magic whisper, Potion brewing, Magical world, Enchanted library, Magical creatures, Fantasy realms, Magic waves, Arcane library, Wizard spells, Magical FX library, Fantasy toolkit, Magical effects pack

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    Ends 1733785199
  • I’ve Decided to Make This Small Instrument Free—Enjoy!
    Enjoy :)

    Snow Foley Instrument, a collection of pristine snow footsteps samples recorded with the legendary Sony PCM-D100 in the remote mountains of southern France. To enhance your sound design workflow, the samples are accompanied by user-friendly Kontakt and DSsampler instruments.

    Whether you’re crafting linear sound designs, immersive interactive experiences, or dynamic game environments, this versatile library has you covered. 

    Key Features: 

    • 8 Different Walking types
    • More than 200 unique samples
    • Recorded in real snow, in different depths
    • Stereo 96Khz 24bit
    • Kontakt & DSsampler
    • Midi Controlled Knobs
    Snow Floey Footsteps Demo

     

    *Runs in Kontakt or Free Kontakt Player version 7.7.3 or higher, and in DecentSampler 1.9.13 or higher.

  • – Evolved WATER Sound Library


    This isn’t just another water library, this is a professional’s dream library, and we feel you are all going to love it. Not only from all the source recordings, but also from all the incredible designed sounds. It really is an all around workhorse that will have you covered for everything WATER. With over 1600 files and over 3,000 sounds, this library is absolutely massive. Everything from rain, lakes, waterfalls, rivers, and bubbles all the way up to KYMA designed cinematic impacts. We spent over a year recording and designing this collection and are so proud to offer it to you for your toolbox!

    Why make another Water library? Because here at SoundMorph we always want to push the limits and quality of what is out on the current marketplace. Elements like WATER present a huge challenge to make modern and exciting. This is what we aimed for with this collection. Watch the Behind The Scenes video by clicking on the “How’s Made Button” to find out just how much went into making this colossal release. A new standard for any working sound professional!

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Explore the full, unique collection here

Latest sound effects libraries:
 
  • Bicycle Sound Effects City Bicycles – Complete Bundle Play Track 633 sounds included, 330 mins total $120

    The complete package bundles all available City Bicycles-packages and is fully UCS compliant. The ‘Various Passbys + Bicycle Handling’ package is added as a free bonus!

    This is a unique bicycle library that captures four characteristic bikes in clean, quiet, nicely performed true exterior rides. Including multiple perspectives, speeds and actions. From fast passbys on asphalt to slow onboard recordings, smooth or skidding stops. This package contains everything you need to create convincing sound design for a City Bicycle.

    Contents:

    Four bikes with distinct characteristics:
    1. Good bike: a smooth sounding retro bike that doesn’t rattle or squeak, really nice tire noise.
    2. Bad bike: an old worn bike with severe rattles and cranking, tends to let the chain fly off.
    3. Ugly bike: this bike gets you from A to B… but it won’t win awards for it’s looks.
    4. Racer bike: a vintage racer that’s pre-owned but still super slick.
    'City Bicycles'  Sound Library by Frick & Traa
    Five perspectives:
    1. Onboard Front: captures the whirring tire and surface sound.
    2. Onboard Pedal: nice overall combination of pedaling, crank creaks, chain rattle, tire and surface sounds.
    3. Onboard Rear: close up sound of the rear axle, with chain, sprocket and switching of gear.
    4. Tracking shot: mono recording of the passby, keeping the bike in focus while passing by.
    5. Static XY shot: stereo recording of the passby that emphasizes speed.

    Five perspectives:



    Overview of perspectives and mic placement

    *Onboard recordings are 2-3 minutes long depending on speed. Higher speeds > shorter duration. All 3 onboard mics are edited in sync with one another to make layering easy. All Passbys, Arrivals and Departures move from Left to Right.

    Speeds and actions:
    Three speeds for every bike and every surface (see below). Departures from slow, medium to fast getaways. Arrivals from slow stops with gently squeaking handbrakes to heavy stuttering skids.

    Five surfaces:

    We’ve recorded all Bikes on asphalt from all perspectives (onboard and roadside). Additionally, our most quiet bicycle (the Good Bike) was used to record 4 other surfaces from onboard perspectives.


    Five Surfaces:
    1. Asphalt: nice and clean, with smooth singing sound.**
    2. Large Bricks: nicely textured surface that makes the tires purr like a cat.**
    3. Gravel: a fresh crackling surface sound that you might find in a city park.
    4. Grit: classic bicycle path surface sounds that layers perfectly with the other surfaces.**
    5. Icy road: frozen asphalt with sparkling textures of ice crystals snapping under the wheels.

    **these surfaces are also recorded from Roadside Perspectives (passby: static and tracking)

    BONUS files:
    There are some sweeteners and extras to give your bike that extra layer of grit:
    1. Exterior recordings of various actions in multiple takes from rattles, bounces, shakes to roll-bys. Enough to make your bike sound just a little different.
    2. We also recorded 21 additional single passbys of various bicycles, from severely rattling to smooth riding bikes on small brick streets and alleys. Enough to expand your options to create a distinguished sound design.

    Metadata & Markers:

    FREE UPDATE to City Bicycles: now conforms to UCS with new metadata to quickly find your sounds.

    Because we know how important metadata is for your sound libraries we have created a consistent and intuitive description method that adheres to the Universal Category System. This allows you to find the sound you need easily, whether you work in a database like Soundminer/Basehead/PT Workspace work, or a Exporer/Finder window. We made a video that helps you navigate the library ans find your best bicycle sounds faster and easier.

    CategoryFull
    A quick way to filter out sounds you don’t need: like handling sounds or vice versa bicycle onboards.
    UserCategory
    Fastest way to find the type of action you need for all bicycles. Passby needed, just click and voila.
    OpenTier
    Once you’ve selected the bike you can open up OpenTier and audition and select the perspective you want to use.
    Scene &  Performer
    This field contains the type of bicycle to quickly navgiate to the bike you like.
    iXMLTrackLayout
    This is a neat little identifier you will find in the Waveform displays and you can see in a glance what Listening position you are.
    MicPerspective
    We have another way to find perspectives but it is more limited to distance to the recorded subject.
    So passbys are MED – EXT and handling are CU – EXT. Exterior? Of course: we recorded everything outside!
    UserComments
    We used this field to create the UserData and give you the minimal set of information about the recording in the filename.

    Additionally, we added Markers making specific sonic events are easy to spot in Soundminer and other apps.

    If you have any questions about this, please contact us info@frickandtraa.com!


    Single Bicycle packages:
    We also sell single packages for all the bicycles in this library.
    Here’s a handy comparison table:

    Reviews:
    344 AUDIO: ‘City Bicycles has a plethora of content, for a great price. The perfect balance between a great concept, great presentation and outstanding execution, lands them an almost perfect score of 4.9.

    The Audio Spotlight: City Bicycles is worth getting if you are in need of great sounding and well edited bicycle sounds.

    Watch a video created by Zdravko Djordjevic.

    City Bicycles sound examples
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  • Animal Sound Effects Rural Ambiences and Textures vol.1 Play Track 130+ sounds included, 270 mins total $21

    Rural ambiences, farm animals, pastures, rural villages, forest, meadows, tractors, farm ambiences etc. Distant villages, daytime and nighttime recordings. Barnyard, henhouse, pigsty ambiences, lumberjack works etc. Check the sound list for full info.

    High quality recordings recorded in MS, XY, AB; NOS, etc., mostly with Sennheiser MKH microphones and Sound Devices recorder/mixer. Files are without any dynamic manipulation (compression) with max. peak around -5dBFS.

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  • All files are recorded 32bit, 192 kHz, with Shure KSM 137, Line Audio Omni1, FEL Clippy XLR EM272, Sonorous Objects SO.3 and JrF C-Series Pro+ microphones, Sound Devices MixPre-6 II & Zoom F3 recorders. Library contains wav files of driving, interior and exterior foley, mechanical and electrical sounds. It is also available in UCS.
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    Ends 1733266799
  • Ambisonic Sounds – Sea Waves Loops Vol.2 – these are 16 sounds of sea waves recorded on a pebble beach at close range, 2 sounds with seagull voices, 4 sounds recorded on the beach during the beginning of a thunderstorm and 6 sounds recorded near the seashore in the early morning, in which in addition to the sound of the sea, the sounds of crickets can be heard.

  • Electricity Sound Effects Massive Electric Magic Play Track 2587 sounds included, 154 mins total $34.99

    MASSIVE ELECTRIC MAGIC – is an extensive sound library containing 2587 unique files of various types of electric magic. From Zaps, Cracks and Buzzing to Lightning Energy chains. All of our libraries comply with the Universal Category System naming convention standard, allowing for accurate and easy granular searches.

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