Creative and technical development of immersive audio is often a function of evolving toolsets and distribution platforms, and the associated workflow is far from standardised. This paper forms the context for such audio workflow – one that draws from precursor technologies such as audio for games and virtual reality and develops this into an outline taxonomy that is representative of the state of the art, and forward facing towards the evolution of the technology.
The paper features a series of case studies based on multiple documentary series as the virtual reality and mixed reality experiences by Sir David Attenborough: Museum Alive, Micro Monsters, First Life VR, Museum Alive AR and Kingdom of Plants produced by Alchemy Immersive, Atlantic Productions and Zoo VFX – the body of works I’ve been proudly involved with as a supervising 3D Sound Designer and Mixer over the past several years as part of 1.618 DIGITAL.
We want to say a big thanks to my co-author and principal editor Professor Justin Paterson for his immense contribution to this publication. Special mention to an incredible team at Alchemy: Elliot Graves, Richard Lester, Lou Doye, Iona McEwan, Bhaumik Patel, Ceri Passmore and many more…
Audio for extended realities: A case study informed exposition -> https://shorturl.at/bovw8
All of the mentioned VR content is available to watch on Meta Quest -> https://www.meta.com/en-gb/experiences/?utm_source=lnkd.in&utm_medium=oculusredirect