Justin Lassen

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Advanced Sound Design and Audio Treatment for VR and Games—Creating Black Fox Society Spatial Audio Libraries

Advanced Sound Design and Audio Treatment for VR and Games—Creating Black Fox Society Spatial Audio Libraries


This is Part 2 of my article, Sampling Surround Binaural Audio for use in Virtual Environments and Games (Part 1). It stands as a primer for advanced sound design techniques for using multichannel spatial audio captured from field recording and sampling, and transforming it into imaginative useful audio assets for games, virtual reality, film, or video. As you may recall from Part 1, I traveled all over the world recording many terabytes of soundscapes, environments, and Foley sounds.