Audio for Cinematic VR

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Audio for Cinematic VR Varun Nair VP Products, Two Big Ears Jean-Pascal Beaudoin Head of Sound, Headspace Studio Director of Sound Technology, Felix & Paul Studios

An Audio Workflow for Cinematic VR Standardising workflows Push the technical and creative boundaries Retrofitting is not the answer Invent, break, learn

Game Audio vs Cinematic VR Audio Workstation Preview On Device Export Recreate Mix In App Audio Middleware Preview In Game Banks Trigger Events In Game

The Audio Language of Cinematic VR While similarities may exist between film sound and game sound, there are also significant differences that warrant care in the transfer of sound theories and concepts from either to cinematic VR.

Immersion and Presence Immersion and Presence are two different things Immersive audio is a crucial element to achieving presence along with cinematography, blocking, acting, etc. It s not just about using positional audio. Immersion: what the technology delivers from an objective point of view. Presence: a human reaction, a response, to a certain level of immersion. Involvement or interest are to do with content, not to do with form (presence).

Concepts and Tips Understand the field of audition (foa) in VR

FOA IN VR: DIEGETIC SOUND Perceived and understood by the film characters and is vizualized in the current fov. Less than 30% of VE Spatialized Perceived and understood by the film characters and is vizualized in the current fov.

FOA IN VR: ACOUSMATIC SOUND Perceived and understood by the film characters but is outside the current fov. Spatialized Audio cues

FOA IN VR: NON-/EXTRA- DIEGETIC SOUND Is unheard by the characters but recognized by the viewer as accompanying and possibly interpreting actions onscreen. Voice over narration Music score Mono or stereo, so nonspatialized.

FOA IN VR: META- DIEGETIC SOUND Imagined or hallucinated by the viewer-character. It is part of the VE but is unheard by the other characters. Spatialized Altered states of consciousness

Concepts and Tips Understand the field of audition (foa) in VR Use audio cues: handle with care! don t overdo it.

Wild The Experience, Felix & Paul Studios / Fox Searchlight Example of audio cue used in a subtle, yet efficient way.

Concepts and Tips Understand the field of audition (foa) in VR Use audio cues: handle with care! don t overdo it. Give depth to the diegetic space.

Strangers, Felix & Paul Studios Simply opening the window allowed the city soundscape to enter the scene.

Concepts and Tips Understand the field of audition (foa) in VR Give depth to the diegetic space. Use audio cues but don t overdo it. Support narrative arcs spanning over multiples shots.

LeBron James: Striving for Greatness, Felix & Paul Studios / Uninterrupted Originals / Oculus Studio Music goes from diegetic (spatialized) in this scene to nondiegetic in the next ones.

LeBron James: Striving for Greatness, Felix & Paul Studios / Uninterrupted Originals / Oculus Studio LeBron s voice goes from diegetic (spatialized) to a narration voice-over (non-diegetic) for the following couple of scenes.

Concepts and Tips Understand the field of audition (foa) in VR Give depth to the diegetic space. Use audio cues but don t overdo it. Support narrative arcs spanning over multiples shots: Voice over narration and music Switch from diegetic to extra-diegetic and vice versa. This is a new medium: be creative! Dare to fail

New Wave, Spoke / Vrse Narrative possibilities offered by head-tracking: depending which character the viewer looks at, he gets that characters inner speech, while the other is almost muted. This narrative device acts as a metaphor for communication breakdown that sometimes arises in a couple.

Jurassic World: Apatosaurus, Felix & Paul Studios / Universal Studios Experiment with hardware and multimodality: in special activations, viewers were sitting on chairs equipped a highfidelity a tactile bass system that directly transferred low frequencies to their bodies, providing an extra physical dimension to sound (more immersion).

Tools Enabling Creativity Differentiate between spatialized and nonspatialized audio (baseline feature) Adding depth to the timeline: Adding audio effects in space Focus and Controlled dynamics

What the future holds We don t have the answers The bridge between linear and interactive What if: The future of Cinematic VR was AR? What if perceptual system adapts in ways we don t expect? You could branch a storyline with audio? What if perceptual system adapts in ways we don t expect?

References and recommended readings Chion, M. (1994), Audio-Vision: Sound on Screen Slater, M. (2004) A Note on Presence Terminology Pinch, T., Bijsterveld, K. (2011) Oxford Handbook of Sound Studies Milicevic, M. (2013) Altered States of Consciousness in Narrative Cinema: Subjective Film Sound Collins, K., Kapralos, B., Tessler, H. (2014) Oxford Handbook of Interactive Audio Grimshaw, M., Garner, T. (2015) Sonic Virtuality: Sound as Emergent Perception