game music

Virtual Reality, Real Sound: Tailoring Audio in the World of VR Fitness

Virtual Reality, Real Sound: Tailoring Audio in the World of VR Fitness

In the evolving landscape of virtual reality fitness, the fusion of sound with player interaction is critical for an immersive experience. Central to this development is Black Box VR, which has pioneered the integration of player-selected music into the rhythmic flow of VR workouts. This initiative represents a significant advancement in the realm of game audio engineering, blending user preferences with the interactive dynamics of virtual fitness environments. This article delves into the intricate process of weaving personal music choices into the fabric of game audio, a challenge that required both innovative thinking and a deep understanding of audio engineering principles.

Our journey begins with VoiceMeeter Banana, an advanced virtual audio mixer that stands at the forefront of our solution, enabling the intricate management of game sound effects, in-game music, and user-selected tracks. This set the stage for a more complex yet fascinating challenge: integrating the FMOD Audio Middleware Engine to maintain a seamless audio experience without the burden of running multiple audio engines.

Join us as we unravel the layers of this audio integration puzzle, showcasing how the blend of traditional techniques and modern technology can redefine the boundaries of game sound in the world of VR fitness.

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Unique Challenges of Interactive Audio in The Last Of Us

Unique Challenges of Interactive Audio in The Last Of Us

Video games need to overcome challenges in audio that are not found in other forms of media. Interactive audio researcher Karen Collins [1] weighs in on this phenomenon, explaining that media formats like film and TV use a passive form of immersion, the participant cannot interact with the experience, this is commonly referred to as linear media.  Nonlinear media generally refers to video games and requires an active participant to take part in the experience.  A participant can do anything that’s within the game rules at any moment in time, this level of interactivity raises problems or concerns within game audio, as it too, needs to react and respond in sync with the active player.

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