Comments on: Using VR design strategies in non-VR projects https://designingsound.org/2017/01/25/using-vr-design-strategies-in-non-vr-projects/ Art and technique of sound design Mon, 29 Oct 2018 00:04:30 +0000 hourly 1 https://wordpress.org/?v=6.2.9 By: Essay Plan – Music Tech Research https://designingsound.org/2017/01/25/using-vr-design-strategies-in-non-vr-projects/#comment-591210 Mon, 29 Oct 2018 00:04:30 +0000 https://designingsound.org/?p=37129#comment-591210 […] B. D, 2017, January. Using VR Design Strategies in Non-VR Projects. Designing Sound. Available at: https://designingsound.org/2017/01/25/using-vr-design-strategies-in-non-vr-projects/. Accessed 20 October […]

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By: Research in Progress – Music Tech Research https://designingsound.org/2017/01/25/using-vr-design-strategies-in-non-vr-projects/#comment-590793 Thu, 25 Oct 2018 18:11:01 +0000 https://designingsound.org/?p=37129#comment-590793 […] Using VR design strategies in non-VR projects […]

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By: Peter Weis https://designingsound.org/2017/01/25/using-vr-design-strategies-in-non-vr-projects/#comment-513723 Wed, 08 Feb 2017 05:51:53 +0000 https://designingsound.org/?p=37129#comment-513723 I have been a composer and engineer for 10+ years and recently just discovered the world of immersive audio and programs like Fmod Studio, Unity. I was blown away by the capabilities of what you can do to immerse the user in a 2D and 3D environment. And how easy it is to adapt a sound to a spatial environment. The features to randomize and blend sounds in a way that interacts with the user could be used in so many different ways. The need for Audio in the VR is going to be huge once both consumers and developers realize its not just a gimmick. Imagine recording a live concert in a VR setting where the end user could walk around a 3D immersive setting of the venue.

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By: Dale Adams https://designingsound.org/2017/01/25/using-vr-design-strategies-in-non-vr-projects/#comment-512658 Sun, 05 Feb 2017 14:39:27 +0000 https://designingsound.org/?p=37129#comment-512658 “If the camera was focused on an object, say a manta ray, for a few seconds, they would pull its sounds up in the mix a bit; in effect, simulating the cocktail party effect of the brain focusing on elements it deems important and filtering out the rest.”

I feel as though with a purpose this focus technique doesn’t make much sense. It’s not how our mind works; attenuating volume is not based on where we are looking and our head position in space. It is, however, a great way to drive narration and the story in the space. At that point the value becomes clearly presented in the UX and serves a function. Clarifying the reason why it’s introduced in such a way. In the end we are still telling a story, just with sound.

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