Audio for Virtual Reality (VR) presents a significant array of challenges and augmentations to the traditional requirements of sound designers employed within the video games industry. The change in perspective and embodiment of the player requires the employment of additional tools and consideration of object size, spacing and spatial design as a more significant part of the sound design process. The author presents her approach to these tasks from the perspective of developing audio for the large-scale Room Scale video game developer Zero Latency. Focusing on the design considerations and processes required in this unique medium, the content of this presentation is designed to give insight in to this large-scale version of VR technology.
Affiliation: Zero Latency VR, Melbourne, Australia
AES Conference: 2016 AES International Conference on Audio for Virtual and Augmented Reality (September 2016)
Paper Number: 2-2
Publication Date: September 21, 2016
Subject: Real-World Case Studies
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