Designing Spatial Sound: Adapting Contemporary Screen Sound Design Practices for Virtual Reality
Metadata
- Publisher
- SMPTE — White Plains, NY, USA
- Doc Type
- Conference Paper
- Content Type
- Original Research
- Volume
- 2015, No. 07, pp. 1–10
- Abstract
- The introduction of 360° film and Virtual Reality has meant practitioners have had to adapt to a multitude of new platforms and specifications, with no existing pathways or working methodologies. Audio for Virtual Reality is continually being redefined, with contemporary film sound practices having to adapt to new forms of audio spatialisation and headphone delivery. The variations in virtual reality platforms also necessitates different delivery requirements, with the audio often a secondary consideration. Sound designers and editors are either delivering a non-spatial soundtrack, or they are having to adapt to various spatial plugins and/or game engine platforms in the creation of a cohesive spatial soundtrack. This paper will examine and discuss the current state of sound for Virtual Reality from a creative practice perspective.
- Publication Date
- 2015-07-18
- DOI
10.5594/M001749- ISBN
- Print:
978-1-61482-958-4 - Link
- https://doi.org/10.5594/M001749
- Author(s)
- Damian CandussoCharles Sturt University
- Keyword(s)
- Sound Design, Virtual Reality, Virtual Reality Sound, 360° Video, Cinema Sound, VR, Immersive Audio, Game Audio, Binaural, Ambisonics, Head Mounted Display, Interactive Film
- Copyright
- © 2015 Society of Motion Picture and Television Engineers, Inc.
Bibliographic Reference(s)
- B. Balazs, Theory Of The Film: Character And Growth Of A New Art. CreateSpace Independent Publishing Platform, p.212, 2015. EXTERNAL
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- M. A. Doane, ‘Ideology and the Practice of Sound Editing and Mixing’, in Film Sound: Theory and Practice, E. Weis and J. Belton, Eds. New York: Columbia University Press, p.54,1985. EXTERNAL
- A. Kuzminski, ‘VR Audio: Trends and Challenges of Pioneering a New Field’, Designing Sound, 09-Aug-2016. . EXTERNAL
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- M. Lalwani, ‘For VR to be truly immersive, it needs convincing sound to match’, Engadget, 22-Jan-2016. [Online]. Available: http://www.engadget.com/2016/01/22/vr-needs-3d-audio/. [Accessed: 08-Feb-2016]. EXTERNAL
- E. Baker, ‘What Can You Do with 3D Sound That You Can’t Do with 2D Sound?’, No FIlm School, 23-Feb-2017. [Online]. Available: http://nofilmschool.com/2017/02/3D-audio-virtual-reality-sound-designer-viktor-phoenix-interview. [Accessed: 24-Apr-2017]. EXTERNAL
- D. Sonnenschein, Sound Design: The Expressive Power of Music, Voice and Sound Effects in Cinema. Studio City, CA: Michael Wiese Productions,p.168, 2002. EXTERNAL
- International Society for Presence Research, ‘Presence defined’, International Society for Presence Research, 12-Oct-2009. [Online]. Available: https://ispr.info/about-presence-2/about-presence/. [Accessed: 07-Oct-2016]. EXTERNAL
- T. Foder, ‘VR Audio: Trends and Challenges of Pioneering a New Field’, 09-Aug-2016. EXTERNAL
- J. Walden, ‘VR Audio: Crytek goes to new heights for VR game “The Climb”’, Randi Altman’s Post Perspective, 06-Jun-2016. . EXTERNAL
- International Data Corporation, ‘Worldwide Spending on Augmented and Virtual Reality Forecast to Reach $13.9 Billion in 2017, According to IDC’, www.idc.com, 27-Feb-2017. [Online]. Available: http://www.idc.com/getdoc.jsp?containerId=prUS42331217. [Accessed: 21-May-2017]. EXTERNAL
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Damian Candusso; Designing Spatial Sound: Adapting Contemporary Screen Sound Design Practices for Virtual Reality, SMPTE Meetings and Conferences ( July 2015); SMPTE, 2015, ISBN: 978-1-61482-958-4. Available at https://doi.org/10.5594/M001749
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Damian Candusso; Designing Spatial Sound: Adapting Contemporary Screen Sound Design Practices for Virtual Reality, SMPTE Meetings and Conferences ( July 2015); SMPTE, 2015, ISBN: 978-1-61482-958-4. Available at https://doi.org/10.5594/M001749
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Damian Candusso; Designing Spatial Sound: Adapting Contemporary Screen Sound Design Practices for Virtual Reality, SMPTE Meetings and Conferences ( July 2015); SMPTE, 2015, ISBN: 978-1-61482-958-4. Available at https://doi.org/10.5594/M001749
Snippet:
<span class="citation">Damian Candusso; <cite>Designing Spatial Sound: Adapting Contemporary Screen Sound Design Practices for Virtual Reality</cite>, SMPTE Meetings and Conferences ( July 2015); SMPTE, 2015, ISBN: 978-1-61482-958-4. Available at <a href="https://doi.org/10.5594/M001749" target="_blank" rel="noopener">https://doi.org/10.5594/M001749</a></span>
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Damian Candusso; Designing Spatial Sound: Adapting Contemporary Screen Sound Design Practices for Virtual Reality, SMPTE Meetings and Conferences ( July 2015); SMPTE, 2015, ISBN: 978-1-61482-958-4
doi: 10.5594/M001749
url: https://doi.org/10.5594/M001749
doi: 10.5594/M001749
url: https://doi.org/10.5594/M001749
Snippet:
<li> Damian Candusso; <cite id="bib-10-5594-m001749">Designing Spatial Sound: Adapting Contemporary Screen Sound Design Practices for Virtual Reality</cite>, SMPTE Meetings and Conferences ( July 2015); SMPTE, 2015, ISBN: 978-1-61482-958-4 <span class="doi">10.5594/M001749</span> </li>