Want to know how to use sound to vastly enhance the VR experience? I spotted this interesting, in-depth presentation by sound designer Aaron Brown on how to do just that. Check out his introduction and presentation video below:
As VR experiences evolve so do 3D audio tools. However, VR and location based experiences have brought sonic challenges that arenโt solved simply by applying 3D audio solutions. To craft truly compelling and fully immersive experiences we must explore new dimensions of sound.
What are these dimensions and how do they alter sound in VR? How can you use the latest neural and auditory system studies to hack the playerโs brain and choices?
This is a video of my presentation at the 2017 Austin Game Conference . Iโve combined the video of the presentation with my edited slides so anyone interested in using audio to create more compelling and immersive VR experiences can watch and learn. I demonstrate my work from Robo Recall (Physics sound), The Mummy: Prodigium Strike (Sound design, implementation, mixing, audio lead), Salt Star VR (Sound design, mixing), and Super Luckyโs Tale (Music, music mixing).
โข Drive Player Focus and Choice
โข Maximize impact of the intended narrative
โข Improve Your Mixes and Immersion
โข Use Sidechain Ducking Selectively in game
โข Use focus parameters to dynamically tune the mix based on visual importance
โข Check mixes in Reaper using Spectral Peak mode for frequency issues
โข Be consistent with your games sound across asset types
โข Stagger Sensory Input To Maximize Impact and Focus
โข Use patterns and repetition to drive player decisions
โข Use human voice and varied stimulus to trigger emotions
โข Much, much more!
Thanks a lot to Aaron Brown for sharing this! Find out much more about him and his work here.



