Spatial Audio

October '23

Happy Halloween folks! 🎃 Here’s a brief rundown of what’s been going on with me sound design-(W)wise with me in October.

Lost Skies - Davey Wards Silver Winner

REALTIME recently announced that the Lost Skies animated trailer has won a Silver Award at the 2023 Davey Awards!

Once again, massive congrats to Justin Andree at Blitz Audio, and all the folks at REALTIME, Bossa Games, Rumpus Animation & Humble Bundle for another awesome achievement! I’m chuffed to have been able to play a small part in this lovely project - the sound design for this trailer was a real joy to work on!

Wwise Training - 3D Audio Mixing

At the tail end of September, I attended one of Audiokinetic’s online training sessions to learn more about the workflow for 3D Audio Mixing in Wwise. While spatial audio is an extremely exciting area of much innovation in the field of game audio, in my opinion, it also comes with a significantly steep learning curve. I’ve found that it can be challenging just to get one’s head around some of the tricky concepts involved (all of which build upon each other in complicated ways), let alone feel prepared enough to be able to confidently author and implement assets for a spatial audio project. For this reason, when I saw this training session, I knew that I had to make sure I attended no matter what!

This was an incredibly useful and engaging session that covered a lot of ground in a short space of time. While there was only so much that could reasonably be covered in the 4-hour runtime, I do now feel much more confident with the spatial audio workflow in Wwise, and I’m looking forward to putting these strategies into practice in my future projects.

Wwise 101 Revision

I’ve been going through the Wwise 101 materials again to brush up on the core fundamentals ahead of taking the 301 and 251 certifications. The last time I went step-by-step through all of the 101 documentation was back in 2018, so it felt like it was due time for me to have a bit of a refresh.

I did have a couple of stumbles in the last few modules (no thanks to some slightly odd wording in pair of questions asking about the exact definitions of aux buses and effects rendering), but other than that, I think it went fairly well.

The next step in my plan to become more (W)wisened is to tackle the 301 cert, so it’s time to lace up my adventuring books, pick up my sword and prepare for the journey into the Wwise Adventure Game’s Allegro Kingdom. Wish me luck!

Post apocalyptic Desert

One of the audio implementation projects I’m currently chipping away at is a sound re-design for the ‘Post Apocalyptic Desert’ UE4 environment asset by KK Design. I’ve been playing a lot of Cyberpunk 2077 recently, and really enjoying how the sounds have been designed and implemented for the various vehicles of Night City - parituclarly the older, clunkier trucks and jeeps that tend to appear in the nomadic Badlands on the megacity’s outskirts.

Post Apocalyptic Desert is a complete project, that most importantly for my purposes, contains a cool rugged vehicle.

One small but very satisfying bit of progress so far has been learning how to swap out the the defaut UE4 mannequin with one a bit more character - namely the ‘Cyberpunk Mercenary’ model by Fajrul Falakh NF - Characters.

I’m still in the early stages of this design, but I’m pleased with what I’ve been able to get done so far - namely, getting a lot of print string nodes in place ready for sounds to be dropped in later. Having just watched Michał Pukała’s super-inspiring Taking It Up A Notch Game Sound Con talk, which focused how the audio team at CD Projekt Red approached upgrading and overhauling their vehicle audio content and pipeline, I’m keen to see if I can try and replicate some of their techniques they used to bring Night City’s cars to life, albiet on a much, MUCH, smaller scale (i.e. 1 car versus 100s of cars!)

To Miss The Ending - BFI London Film Festival Best XR/Immersive Art Award

Audience_Awards_Artwork.jpg

So, this is pretty exciting! To Miss The Ending, a VR film by idontloveyouanymore that I worked on as a sound designer for We Make Audio, won the first ever award for Best XR/Immersive Art film at the BFI’s London Film Festival’s online awards ceremony!

This was a really inspiring project to work on, and I’m thrilled to see that people have been enjoying watching (& listening to) the film over these the past few weeks!⠀

Massive congrats to directors Anna West & David Callanan, and producer Steph Clarke, it was a pleasure to work with you and be part of such a lovely team!

Press Links

BFI London Film Festival 2020 Award Winners Announcement Post

Anna & David gave an interview to Upload VR about the film here:

DOK Leipzig

To Miss The Ending also screened at the 2020 DOK Leipzig film festival’s Neuland exhibition for extended reality pieces from October 27th - 31st.

Sundance

To Miss The Ending screened as part the 2021 Sundance Film Festival’s New Frontier programme from January 29th - February 3rd.

To Miss The Ending - We Make Audio

I’m really pleased to announce that I’ve been working as part of We Make Audio on the sound design for idontloveyouanymore’s virtual reality film, ‘To Miss The Ending’!

The film has been selected as part of the BFI London Film Festival’s Expanded collection of interactive works, and has been designed for playback on Oculus Rift, Rift S and HTC Vive headsets.

“Imagine a world where there is no air left to breathe, no rivers to race a paper boat on and no parks to roam in. Environmental damage, job-automation, the breakdown of personal connections have led to a future where the best choice of survival is to upload your own memories into an automated AI cloud server and reconnect with loved ones in the vastness of the net. This hypnotic narrative unfolds around 5 characters, increasingly struggling to access their uploaded memories. Set in a breathtaking visual landscape, this dystopian future unravels slowly around you, leaving you challenged to re-think your own beliefs and actions. It’s an exploration of a possible future that says much about our present lives.”

As a sound designer for We Make Audio, I designed audio assets for various aspects of the project including ambient soundbeds, building construction sounds and glitchy visual effects, as well as performing dialogue editing and processing duties on the actors’ voice lines.

To Miss The Ending premieres online at the London Film Festival from Wednesday 7th October, and runs until Sunday 18th October. Free tickets for the film will be available from 21st September from the link below:

New Recorder - Zoom H2n

The Zoom H2n recorder. Small but powerful!

The Zoom H2n recorder. Small but powerful!

I picked up a new field recorder, the nifty little Zoom H2n!

I've been getting more into stealth field recording after reading Paul Virostek's Field Recording: From Research to Wrap book, and I wanted to get a recording setup better suited to capturing sounds surreptitiously. After hearing lots of good things about the H2n and seeing several sound designers I follow use the device, I decided to take the plunge and grab one myself.

As it's quite a small recorder, the H2n is really good for capturing sounds in public spaces without people noticing that you're recording them! So far, I've been having a lot of fun recording train ambiences. The recording below is from inside a train carriage where I was able to capture some nice and quiet train walla from people indistinctly chatting. I used the H2n's onboard mics in the X/Y configuration:

This next recording is from a pair of Roland CS-10EMs plugged into the H2n, where I captured the sound of the train pulling into Dewsbury station. Really like how this one turned out, as you can really get the impression of the train going past your ears from left to right!

While it lacks some of the basic features, such as XLR inputs found on my other recorder, the Zoom H4n, the cool thing about the H2n is that it has a lot more mics built into it as preset configurations. The four main recording modes are Mid-side, X/Y, 2-channel surround and 4-channel surround, and each of these can be tweaked further for greater/lesser stereo width. This means that it's a really useful recorder to grab spontaneous recordings with when I'm out and about, without having to lug around a bunch of extra stands, cables and mics with me on the off-chance I find something interesting to record.

The slight drawback I've encountered with the unit so far is that the surround sound recording capabilities are not as good as I was hoping for. The H2n can record to a max sample rate of 96kHz and to 24-bit depth for the mid-side, X/Y and 2-channel blended surround modes, but if you want to make a discrete 4-channel surround recording, the device can only record to 48kHz/24-bit. Though 48kHz is the post-production standard sample rate, it would have been nice to be able to record at max quality to make it easier to pitch-shift your recordings without introducing a load of unwanted artefacts into your sounds.

Still, I'm having a lot of fun using the H2n as my go-to stealth recorder. Time to slink back into the shadows and find more things to record!