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

Introduction

In the multifaceted world of game audio engineering, the integration of sound with player interaction is key. At Black Box VR, we've encountered a growing demand to integrate personal workout music. This has intersected with my own experiences and preference for the strategic use of game music. Game soundtracks are not just auditory pleasures; they serve as vital cues, informing players of in-game dynamics and enhancing the immersive experience. Balancing this with the desire for personal music choices presents a unique challenge. This article delves into how we navigated this complex task at Black Box VR, marrying the motivational power of personal music with the functional role of game audio.

Dynamic Audio System in Black Box VR

Black Box VR's innovative audio system exemplifies adaptive sound design. The mechanism is programmed to respond to the player's physical input, aligning audio feedback such as health indicators and motivational elements with the intensity of the workout. This dynamic adaptation extends to the music tracks, which are algorithmically adjusted to sync with the user's performance.

Integrating Personal Music in a Commercial Setting

Incorporating user-selected playlists in a commercial VR fitness platform presents distinct challenges, especially considering the licensing restrictions of streaming services like Spotify in such environments. This necessitated a creative approach to audio integration while adhering to legal constraints.

Technical Approach to Audio Integration:

Our solution employed VoiceMeeter Banana, a multifaceted virtual audio mixer, to adeptly manage several audio streams: game sound effects (SFX), game music, and user-selected tracks. This approach facilitated sophisticated control over the audio output, enhancing user interaction without complicating the interface.

Key to our strategy was the creation of two distinct virtual buses within VoiceMeeter. The first bus was configured to process and cut the rear channels, directing the audio output exclusively to the user's headphones. This setup ensured that while users listened to their personal music, they remained immersed in the game’s SFX, yet isolated from the game music.

The second virtual bus played a crucial role in content creation and sharing. It was designed with no direct audio output but was tasked with downmixing the rear channels back into a stereo format. This ingenious configuration restored the game music for recording purposes. By doing so, it allowed us to capture the complete game audio experience, including the game's original music, for users to share their gameplay sessions without infringing on copyright laws.

Furthermore, the users' personal music was routed directly to their headphones, ensuring an immersive personal listening experience. However, this audio stream was intentionally not routed to the virtual bus with no output, thereby preventing the personal music from being recorded and maintaining the integrity of the shared game footage.

This dual-bus setup within VoiceMeeter represents a sophisticated, yet user-friendly, approach to audio management in VR gaming. It exemplifies the intersection of technical audio engineering and user-centric design, ensuring an immersive, customisable, and shareable gaming experience.

FMOD's Role in Audio Management:

The integration process necessitated an in-depth understanding of the FMOD Audio Middleware Engine. To circumvent the complexity of operating multiple audio engines, we tapped into FMOD's robust surround sound capabilities. By configuring a basic 5.1 surround setup, we effectively routed various audio elements, ensuring a distinct separation between game music and SFX.

Central to our approach was the implementation of a Master Music Bus within FMOD. This bus served as the primary conduit for all game music tracks. In parallel, we established a Sub Music bus, which initially received all the music inputs. From here, the audio was intricately routed to two auxiliary return buses.

These return buses were critical in our audio design. The first return bus was pre-set to route audio to the front stereo channels, while the second bus directed audio to the rear stereo channels. By configuring them in this manner, we gained the flexibility to switch between front and rear audio outputs based on whether the user was playing their personal music.

An essential feature of this setup was the muting of the Sub Music bus fader post-send. This allowed the music to be routed to the return buses without directly outputting it through the Sub Music bus itself. As a result, we could seamlessly transition the game music output from the front to the rear channels, depending on the user's audio preference at any given moment.

This sophisticated routing architecture in FMOD showcases the potential of advanced audio engineering in interactive environments. It highlights the delicate balance between technical audio management and user experience enhancement, ensuring that the audio environment within Black Box VR remains both dynamic and responsive to individual preferences.

Summary of Audio Routing Strategy:

Our audio routing strategy in Black Box VR drew inspiration from a blend of traditional and contemporary audio engineering practices, reminiscent of techniques still employed by DJs today. Similar to how DJs separate click tracks for performers from audience overdubs, we configured the master bus to 5.1 and designated specific subgroups for SFX and music. This approach allowed us to create distinct and efficient audio paths, integral for maintaining the game's soundscape integrity while integrating user-selected music.

Facilitating User Music Selection

To incorporate user music, we utilized an audio input device compatible with various connection standards. This approach ensured flexibility and allowed users to choose their preferred music service. The system's design enabled automatic audio adjustments in response to the user's music input.

Ensuring Copyright Compliance in Shared Content

For sharing workout sessions, OBS was used to record game footage with the original game audio. This approach ensured that any personal music used during the workout remained private, thus avoiding potential copyright issues.

Conclusion

This case study in Black Box VR demonstrates the complex interplay between audio engineering and user experience design in game development. It serves as an illustrative example of the technical depth and creative problem-solving required in game audio engineering, highlighting the role of sound in crafting immersive and personalised gaming experiences.

Final Thoughts

The investigation into personalised audio within virtual reality fitness highlights the growing intersection of game audio development and user interaction. This case study illustrates the critical role of sound in augmenting the personal dimension of the gaming experience. It provides meaningful insights in the field of game audio engineering, emphasising the importance of sound design in creating deeply immersive and customised user experiences.

References

VB-Audio Software. (n.d.). Voicemeeter. [online] Available at: VoiceMeeter Official Website [Accessed 13 Jan. 2024]​​​​​​.

Black Box VR. (n.d.). Homepage. [online] Available at: Black Box VR Official Website [Accessed 13 Jan. 2024].

Firelight Technologies. (n.d.). FMOD. [online] Available at: FMOD Official Website [Accessed 13 Jan. 2024].