Difference between revisions of "3D Audio: Designing Sounds for VR"
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|image= | |image= | ||
|Event=[[Oculus Connect 2]] | |Event=[[Oculus Connect 2]] | ||
− | |Type=[[Game & App Design]] | + | |Type=[[Talk]], [[Game & App Design]] |
|Speaker=[[Tom Smurdon]] | |Speaker=[[Tom Smurdon]] | ||
|Location=Loews Hollywood Hotel, Hollywood, CA, U.S. | |Location=Loews Hollywood Hotel, Hollywood, CA, U.S. | ||
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==Description== | ==Description== | ||
− | 3D audio is critical for creating a believable virtual world, and sound design for VR is very different from traditional games or movies. This talk will cover VR audio techniques including building immersive ambiences, attenuation curves, mixing and player focus. You’ll hear some of the sound design tricks used in the Oculus demos, and learn more about how to work with the Audio SDK to create authentic and compelling experiences. | + | [[3D audio]] is critical for creating a believable virtual world, and sound design for VR is very different from traditional games or movies. This talk will cover VR audio techniques including building immersive ambiences, attenuation curves, mixing and player focus. You’ll hear some of the sound design tricks used in the Oculus demos, and learn more about how to work with the Audio SDK to create authentic and compelling experiences. |
==Transcript== | ==Transcript== | ||
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− | [[Category:Talks]] | + | [[Category:Activities]] [[Category:Talks]] |
Latest revision as of 05:19, 15 October 2015
3D Audio: Designing Sounds for VR | |
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Information | |
Event | Oculus Connect 2 |
Type | Talk, Game & App Design |
Speaker | Tom Smurdon |
Location | Loews Hollywood Hotel, Hollywood, CA, U.S. |
Date | 9/23/2015 |
Time | 2:30PM PST |
Duration | 60 minutes |
Description
3D audio is critical for creating a believable virtual world, and sound design for VR is very different from traditional games or movies. This talk will cover VR audio techniques including building immersive ambiences, attenuation curves, mixing and player focus. You’ll hear some of the sound design tricks used in the Oculus demos, and learn more about how to work with the Audio SDK to create authentic and compelling experiences.