I needed to deviate off plan a little in Sprint 4 and spend time researching native audio and DSP in Unity and review solutions for 3D Sound. Ultimately, given the wide range of skills required to create a complete immersive experience of any size, I decided this would be a smart focus for future projects.
This post follows on from our introductory entry where we introduce the project goals and concepts and present our findings. It is intended for a technical audience and takes a deep dive into the process.
We’re very pleased to announce participation in this year’s Innovate UK Creative Industries Fund! Our application is to undertake research and development of two prototype eXtended Reality (XR) experiences, with a particular focus on 3D sound.
BBC Research & Development is the national technical research department of the BBC. It has responsibility for researching and developing advanced and emerging media technologies for the benefit of the corporation, and wider UK and European media industries.
How to build an FM synth inside the Unreal Engine MetaSounds environment for use as a procedural audio component of an immersive experience.
I nearly left the goodship Apple when they seemed incapable of releasing a laptop that was an actual worthwhile upgrade from my previous model. They redeemed themselves at the 11th hour upon release of the Macbook Pro 16,1 in 2019.
An in-depth look at the audio engine used in building out the audio AR experience.
The Situationists’ Walkman - a digital dérive, playing out within a small area of East London around Arnold Circus. An updated version of the Situationists’ vision using audio led exploration of the urban environment that prompts us to reconsider our relationship to this constructed or delineated space.