Asbjoern Andersen


Working with sound for VR poses a new set of challenges in terms of positioning, levels and virtual acoustics - and to address those, Dear Reality's dearVR and Spatial Connect let you work with your sounds and mix, directly in VR and in your DAW.

Here's the story behind these fascinating tools for VR audio work, as told by sound engineer and co-founder Christian Sander:


Written by Adriane Kuzminski. Images courtesy of Dear Reality.
Please share:


dearVR SPATIAL CONNECT | The future of audio production for XR


 
Hello, Christian. Could you tell us a little about yourself and your company, Dear Reality?

Christian Sander (CS): Hi Adriane, I’m Christian Sander – Sound Engineer, Software Developer and Co-founder of Dear Reality. I have been working with VR/AR audio for over 7 years now. My Co-founder and partner Achim Fell is also a Sound Engineer and Game Designer. Our company has the mission to create exceptional 3D audio technology and virtual acoustics for audio professionals by delivering state-of-the-art tools for immersive audio content creation.

3 photos of men.

Left to Right: Achim Fell – CEO and Co-founder, Armin Ghazar Jazi – Lead Developer, and Christian Sander – CEO and Co-founder

 
Could you give us a quick overview of the dearVR 3D audio engine and Spatial Connect VST and what they’re capable of?

CS: The dearVR engine renders virtual sound sources to a binaural output as well as Ambisonics and loudspeaker formats with a high level of “out of head” localization and acoustics simulation. The plugin is available in all common DAWs formats (VST/AAX/AU) and it also comes as a Unity plugin. An audio middleware version for FMOD is still under development but very close to being finished. You can hear the plugin’s capabilities in this technical audio demonstration:



dearVR UNITY | Ultra-realistic acoustic virtualization


The dearVR Spatial Connect lets audio professionals like sound designers and sound engineers, and also musicians and composers, mix and create outstanding 3D audio content within VR/AR while keeping their existing workflows, tools and preferred DAWs.

 
What is the experience of mixing audio in VR like?

CS: I guess you’ll have to come to Düsseldorf and try it out yourself! If you use it for the first time, it feels like you are liberating yourself from the limitations of conventional audio tools when it comes to VR/AR. In the past we’ve spent a lot of time mixing 3D audio using only a mouse to align and mix audio VR elements, which was not only cumbersome and tedious but also quite frustrating.

The dearVR Spatial Connect workflow is actually simpler then you’d think: you open your DAW of choice, then import the audio files there as usual and add the spatializer plugin (dearVR pro for VST/AAX/AU) on each source. As soon as you want to start to work with positioning, leveling and acoustics selection, you start your dearVR Spatial Connect on your VR PC that connects to the dearVR plugins (we have an option that you can run the VR application on a separate rig as preferred by audio professionals). After this you put on your HMD device – for instance the Vive or Rift – and you are ready to mix! All your settings and automations are written in your DAW and you can export the mix to binaural, Ambisonics and Stereo or Multi-Channel formats.

 
And the settings you create in the VST can be saved and manipulated in your Unity mix?

We evaluate constantly with our partners in our beta test program to improve & perfect the workflow of various mixing scenarios

CS: Yes, all automations are recorded in the DAW and can be easily accessed at a later point. The first version of it is mostly suited for linear audio (360° video, binaural mixes, Ambisonics, linear parts of VR/AR experiences). The next version will give you access to mix interactive audio as well, which should enable the users to learn the tools step-by-step. This later version then will also include the transfer functionality to bring the mix to Unity, as shown in the video. This approach allows us to optimize & enhance the mixing process first and then extend the dearVR Spatial Connect with the Unity export functions. In addition, we evaluate constantly with our partners in our beta test program to improve & perfect the workflow of various mixing scenarios (linear, non-linear, 360°, VR/AR mixing, video games).

The dearVR audio engine interface for Unity.

 
Straight out of the box, what parameters can be controlled on game objects when mixing in VR?

CS: Currently we identified that the most important parameters for the users are position, level and virtual acoustics. There are more additional parameters which we’re still developing and testing.

 
You also have 45 impressive reverb presets, but are you planning to support convolution reverb or third-party impulse responses?

CS: We are looking into supporting third-party impulse responses in the future, but at the moment we’re focusing on fully optimized presets that sound great out of the box.

 
What separates dearVR from other VR/360 audio plugins by Valve, Facebook/Oculus, Aspic Tech, and G’Audio Lab?

CS: In past years, we got really amazing feedback and compliments which not only confirmed that our tools have a very intuitive workflow, but also approved the pristine audio quality of our audio engine especially when it comes to binaural spatialization, room simulation with its outstanding presets, and the Ambisonics output rendering. We are really proud that we can offer a very unique mixing workflow for our users which enables them to mix high-quality content in VR/AR (dearVR VST -> dearVR Spatial Connect -> dearVR Unity).


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


Trending right now:

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

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

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

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

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

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

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

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

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    – Intuitive file naming
    – All you’ll ever need regarding katana, heavy ax and claw [Use them again & again]
    – Use the sound effects over and over, in any of your projects or productions, forever without any additional fees or royalties. Use the SFX in your game, in your trailer, in a Kickstarter campaign, wherever you need to, as much as you want to.
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    You will find skids from race cars recorded during the French National Drift Championship, skids from go-karts, motocross bikes, bicycles, skateboards, ice skates, rollerblades, as well as foot skids.
    These sounds were recorded in both stereo (XY and ORTF position) and mono, depending on the case, using the following microphones: Schoeps CCM4, Neumann U87, DPA4061, Lom MikroUsi. All sounds are recorded in 24-bit. The sampling frequency is 48kHz for scuffing footsteps sounds, and 96kHz and 192kHz for other recordings.

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    The recorded scooters include:

    ・KYMCO VJR 110
    ・YAMAHA BW’S 125
    ・YAMAHA BW’S R 125
    ・YAMAHA FORCE 155
    ・YAMAHA Super Four (with a modified exhaust)
    ・YAMAHA VINO 50 (Two-stroke scooter)
    ・YAMAHA VINO 50 FI

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    This library features 100 files delivered at 96kHz/24-bit. With a total size of 74.8 GB and over 9 hours and 40 minutes of carefully curated ambiences, Quiet Streets 3D is a comprehensive resource for creating immersive urban soundscapes.

    A Global Journey Through Quietude

     

    The recordings span cities across three continents, capturing the unique characteristics of urban environments in Paris, London, Los Angeles, Tokyo, Bangkok, Naples, Kuala Lumpur, Montreal, Regensburg, Hong Kong, New Delhi, Strasbourg, Singapore, and more. Each location offers its own subtle yet distinct textures, from the hushed buzz of a late-night street in Bangkok to the subdued murmurs of a Parisian alley at dawn.

    A Commitment to Quality

     
    Over two years, our team travelled to these cities to document quiet moments in urban life. Recordings were made at various times of day and across seasons, capturing the interplay of natural and environmental sounds. The ambiences feature layers of biophony (birdsong, rustling leaves), geophony (wind, distant rain), and faint traces of anthropophony (passing footsteps, distant traffic). Care was taken to minimize intrusive noises, ensuring that these recordings integrate seamlessly into projects that require clarity for dialogue or sound effects. Note: at times some distinctive authentic events were kept in order to give the choice for the editor to use them in their projects. These are tagged as marker on the spectrogram.

    A Versatile Tool for Storytelling

     
    The library’s 8-channel 3D ORTF format provides an intricate sense of space, making it ideal for surround sound configurations in film, video games, and immersive media. For those working in stereo, we’ve included a high-quality downmixed version of every file, offering flexibility without compromising quality.

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    Whether you need the intimate quiet of a European alley or the expansive stillness of an Asian metropolis, Quiet Streets 3D provides a rich palette of urban soundscapes. This library is not just a collection of audio files—it’s a carefully curated journey through the subtleties of urban life, designed to enhance the emotional depth and spatial realism of your projects.

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Need specific sound effects? Try a search below:


 
Along with FMOD compatibility, your website says you’re planning a version for UE4 and Wwise, too, though I’m assuming the VST version of Spatial Connect is still the number-one priority?

CS: Since we’ve received lots of requests for the dearVR Spatial Connect 360° version we decided to release this version first. As already mentioned earlier we will provide the full workflow from editing and playback in the DAW with the dearVR pro/music VST/AAX plugin. A positive side effect is that the dearVR Spatial Connect requires that the next generation dearVR engine and its development run parallel so they affect each other in a very positive way.

Although our tech is hardware agnostic, our partnership with Sennheiser empowered us also to provide a perfect end-to-end solution when it comes to recording, mixing and listening to 3D audio (e.g. AMBEO mic, dearVR, ASH headset).

dearVR spatial audio demos:



 
Could you tell us a little more about your partnership with Sennheiser? Are you supporting Sennheiser’s new initiatives like their AR demos on AMBEO headphones (which was fun to try out last GDC)?

CS: Yes, we are very happy that our cooperation with Sennheiser allows us to support Sennheiser’s hardware in the best way possible. For instance, we showcased an AR demo with the ASH system (AMBEO headphones for capturing, adding virtual sound sources and listening) at SXSW with our dearVR Unity plugin, which not only sounded great but also worked flawlessly!

Having (Sennheiser) as our investor helps us to create outstanding products and offers our customers a complete hardware and software solution for all audio scenarios.

We officially partnered with them early this year and we are absolutely amazed to have an experienced strategic partner with such a strong and powerful history when it comes to audio. Having them as our investor helps us to create outstanding products and offers our customers a complete hardware and software solution for all audio scenarios. As an independent company we’re in full control over what we develop but we’re very fortunate to learn from their experience with over 70 years of audio history!

A virtual controller raycasts a reverb zone on a spaceship in Unity.

 
So then how did Dear Reality come to be? When did you and Achim meet?

CS: I was studying sound engineering at the Robert-Schumann Conservatory in Düsseldorf, and I developed a 3D audio renderer for iOS (rendering up to 27 3D audio sources on an iPhone 4S) as my diploma thesis. My AES paper which I presented at the AES in San Francisco in 2012 got into Achim’s hands as he was looking for a 3D audio mobile solution for his Master of Game Design Thesis at the Cologne Game Lab. Achim then found out that this AES paper being presented in San Francisco was actually written by a guy living only a few kilometers away. We decided to bring my 3D audio engine to Unity to create a 3D audio mobile game for the biggest German radio station (Westdeutscher Rundfunk) that went phenomenally well (over 100,000 downloads). In 2014 we founded Dear Reality to create 3D audio technology and tools – by content creators for content creators. And that’s what we’ve been doing since! :-)

 
That’s fascinating that the person Achim was looking for was just right around the corner. Was the game you developed 39?

CS: Yes, 39 – WDR HörSpiel. It’s in German-only, but here is a clip of the audio capture without visuals of the app. It’s from the dearVR engine from 2014… so a lot has happened since then.

By the way, a lot of German organizations for blind and visually impaired people were very interested in the 39 app, but that might be probably another story for a second interview!

 
You know how much I like to talk about game accessibility ;). But it’s interesting to note how 3D audio engines like dearVR can make games not only more immersive, they can also portray subtle positional informational for people who rely on audio to understand their surroundings. But yes, for another interview…

As far as your personal career, it’s interesting that you’ve gone back and forth between audio production and software engineering. How did you decide to make these transitions?

CS: I was always fascinated by audio and software engineering and recent developments in the last 20 years made the two topics come even closer together, so it just felt natural for me to grow in and learn from both.

We decided to focus completely on software and work closely with production companies to build great tools suited for their needs.

For example: although we had already released the dearVR Unity plugin, we still did VR sound design projects for e.g. Deutsche Telekom during that time. That gave us pretty good insights of what was required from audio developers and sound designers to work in VR. That’s how we realized that there was a huge demand for a tool like the dearVR Spatial Connect. At that point we decided to focus completely on software and work closely with production companies to build great tools suited for their needs.

The reverb presets are shown in the Spatial Connect VST.

 
What companies and studios currently use dearVR?

CS: The dearVR pro/music and dearVR Unity plugins are used by a lot of companies worldwide, from small independent studios starting in spatial audio to big audio production companies, AAA game studios & well-known recording studios and public broadcasting institutions. You can check out very positive quotes from audio producers in the music biz on e.g. our Plugin Alliance store page.

 
Those are some shining reviews! Now, other than the recent AES convention in Milan, will you be showing dearVR at any other conferences or trade shows coming up?

CS: Sure, we’re planning to attend IBC Amsterdam, Tonmeister Konferenz Cologne, and last but not least AES New York this year. If you won’t be able to make it to the conventions I’m sure there will be further chances to try it out yourself! We will also soon open our portal for applications for the next closed beta program.

 
…Is that an open invite to readers who are interested in beta testing? ;)

We encourage everyone in 360°, sound design, music, and game audio to apply for the program

CS: Yes, the dearVR Spatial Connect beta program hasn’t started yet, but we encourage everyone in 360°, sound design, music, and game audio to apply for the program. Anyone interested in the program can contact us with a brief description about their work. They can also stay up to date with our newsletter on our website and Facebook page.
 

A big thanks to Christian Sanders for giving us a look at the dearVR audio engine and dearVR Spatial Connect VST – and to Adriane Kuzminski for the interview! Find out more about Dear Reality on Twitter here, and on Instagram here.

 

Please share this:


 



 
 
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:

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

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

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

    50 %
    OFF
  • Forged in Fury Vol. 1: Modular Sounds for Epic Combat

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

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

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

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

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

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

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

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

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    You will find skids from race cars recorded during the French National Drift Championship, skids from go-karts, motocross bikes, bicycles, skateboards, ice skates, rollerblades, as well as foot skids.
    These sounds were recorded in both stereo (XY and ORTF position) and mono, depending on the case, using the following microphones: Schoeps CCM4, Neumann U87, DPA4061, Lom MikroUsi. All sounds are recorded in 24-bit. The sampling frequency is 48kHz for scuffing footsteps sounds, and 96kHz and 192kHz for other recordings.

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Explore the full, unique collection here

Latest sound effects libraries:
 
  • Motorcycle Sound Effects Scooters Play Track 197+ sounds included, 164 mins total $99

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    The recorded scooters include:

    ・KYMCO VJR 110
    ・YAMAHA BW’S 125
    ・YAMAHA BW’S R 125
    ・YAMAHA FORCE 155
    ・YAMAHA Super Four (with a modified exhaust)
    ・YAMAHA VINO 50 (Two-stroke scooter)
    ・YAMAHA VINO 50 FI

    This library includes total 197 files, consisting of 170 mono files and 27 stereo files recorded in ORTF at 96 kHz. Approx. 2 hour and 44 minutes total.

    Certainly, this library was carefully tagged with rich Soundminer metadata, including marks in the recordings highlighting interesting sounds.

    All the recordings were recorded, edited and mastered with love and care.

  • City Life Sound Effects Quiet Streets 3d Play Track 100 sounds included, 580 mins total From: $135 From: $78

    Quiet Streets 3D is the latest chapter in Articulated’s Quiet Streets series, offering a meticulously crafted collection of quiet urban ambiences. Designed with both creativity and precision in mind, this library captures the essence of urban stillness through the advanced Schoeps 3D ORTF recording technique, resulting in multi-dimensional soundscapes that reveal both horizontal and vertical spatial details.

    This library features 100 files delivered at 96kHz/24-bit. With a total size of 74.8 GB and over 9 hours and 40 minutes of carefully curated ambiences, Quiet Streets 3D is a comprehensive resource for creating immersive urban soundscapes.

    A Global Journey Through Quietude

     

    The recordings span cities across three continents, capturing the unique characteristics of urban environments in Paris, London, Los Angeles, Tokyo, Bangkok, Naples, Kuala Lumpur, Montreal, Regensburg, Hong Kong, New Delhi, Strasbourg, Singapore, and more. Each location offers its own subtle yet distinct textures, from the hushed buzz of a late-night street in Bangkok to the subdued murmurs of a Parisian alley at dawn.

    A Commitment to Quality

     
    Over two years, our team travelled to these cities to document quiet moments in urban life. Recordings were made at various times of day and across seasons, capturing the interplay of natural and environmental sounds. The ambiences feature layers of biophony (birdsong, rustling leaves), geophony (wind, distant rain), and faint traces of anthropophony (passing footsteps, distant traffic). Care was taken to minimize intrusive noises, ensuring that these recordings integrate seamlessly into projects that require clarity for dialogue or sound effects. Note: at times some distinctive authentic events were kept in order to give the choice for the editor to use them in their projects. These are tagged as marker on the spectrogram.

    A Versatile Tool for Storytelling

     
    The library’s 8-channel 3D ORTF format provides an intricate sense of space, making it ideal for surround sound configurations in film, video games, and immersive media. For those working in stereo, we’ve included a high-quality downmixed version of every file, offering flexibility without compromising quality.

    Recorded with the acclaimed Schoeps 3d ORTF system, it has a total of 8 discreet channels, 4 on the lower plane arranged in 2 pair of ORTF similar to a IRT-Cross, and doubled with a higher plane of 4 more microphones. The channel layout of the sound recorded and delivered is as this: L R Ls Rs hL hR hLs hRs (whereas h stand for high). Learn more about this configuration here: https://schoeps.de/en/products/surround-3d/ortf-3d/ortf-3d-outdoor-set.html

    Every file is embedded with UCS-compliant metadata, allowing for intuitive searching and streamlined integration into your workflow. The metadata includes detailed descriptors, location names, and environmental characteristics, making it easy to find the perfect ambience for any scene.

    A Timeless Collection for Any Project

     
    Whether you need the intimate quiet of a European alley or the expansive stillness of an Asian metropolis, Quiet Streets 3D provides a rich palette of urban soundscapes. This library is not just a collection of audio files—it’s a carefully curated journey through the subtleties of urban life, designed to enhance the emotional depth and spatial realism of your projects.

    With Quiet Streets 3D, you’re investing in a resource that will remain relevant across countless future projects.

    42 %
    OFF
    28 %
    OFF
    28 %
    OFF
  • All files are recorded 32bit, 192 kHz, with RØDE NTG1, Line Audio Omni1 and FEL Clippy XLR EM272 microphones, Sound Devices MixPre-6 II recorder. Library contains wav files of driving, interior and exterior foley, mechanical and electrical sounds. It is also available in UCS.

  • Electricity Sound Effects Massive Thunder Play Track 616 sounds included, 217 mins total $29.99

    MASSIVE THUNDER – 616 files of Thunder sound effects, at varying distances and intensities. From low and slow rolling distant rumbles to violently fast and bombastic direct cracking impacts. Massive Thunder comes in at over 3 hours and 37 minutes of short and long scenes of thunder and lightning for every occasion. Recorded during several storm seasons and dozens of independent thunderstorms, with indoors and outdoors perspectives. Massive Thunder’s filenames are in the Universal Category System format with additional Metadata baked-in.

    Don’t need a Massive amount of Thunder and Lightning sound effects? We offer ‘Mini’ sound effect libraries as companions for all of our ‘Massive’ sound effect libraries. All recordings are unique to each library with no overlap. Go Mini today, and upgrade to the corresponding Massive library later, when you need more of that particular sound effect.

    40 %
    OFF
  • Car Sound Effects Jaguar XJ 2010 full size car Play Track 46 sounds included, 60 mins total $65

    All files are recorded 32bit, 192 kHz, with RØDE NTG1, Line Audio Omni1, FEL Clippy XLR EM272 and JrF C-Series Pro+ microphones, Sound Devices MixPre-6 II recorder. The library contains wav files of driving, interior and exterior foley, mechanical and electrical sounds. It is also available in UCS.


   

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