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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.
Author (s): Kellaway, Sally-Anne
Affiliation:
Zero Latency VR, Melbourne, Australia
(See document for exact affiliation information.)
Publication Date:
2016-09-06
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Session subject:
Real-World Case Studies
Permalink: https://aes2.org/publications/elibrary-page/?id=18501
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Kellaway, Sally-Anne; 2016; Virtually Replacing Reality: Sound Design and Implementation for Large Scale Room Scale VR Experiences [PDF]; Zero Latency VR, Melbourne, Australia; Paper 2-2; Available from: https://aes2.org/publications/elibrary-page/?id=18501
Kellaway, Sally-Anne; Virtually Replacing Reality: Sound Design and Implementation for Large Scale Room Scale VR Experiences [PDF]; Zero Latency VR, Melbourne, Australia; Paper 2-2; 2016 Available: https://aes2.org/publications/elibrary-page/?id=18501