Course Description:
This course explores the process of designing, pre-producing, creating, and distributing immersive audio experiences as stand-alone projects and in combination with visual assets such as digital environments and 360-degree stories.
Plan and record some Foley sounds using whatever materials you like. Please avoid recording the exact thing you are trying to emulate. In other words, if you are attempting to create the sound of falling rain, running water onto a pan is fine (but something else might be better). Recording actual rain falling is not ok. Import and edit your sounds using Reaper (or whatever DAW you like). Make sure there is no unintentional clipping and that all sounds are audible above the noise floor. Also, I recommend recording at 44.1 kHz and 16-bit, minimum. You may record in stereo or mono or even Ambisonically, as you like it. Be aware that many platforms do not accept AmbiX files (including Blackboard).
Criteria, Considerations, and Further Instructions:
a.) The principal goal of this project is to create an advanced 360° video with synced Ambisonic spatial audio. This video/audio production should have full 360/HMD capability. When I play the project, images and sounds should respond to user input (i.e., my movement). I will experience your project using an HMD.
b.) Videos should be 3-5 minutes minimum in length unless creative concerns dictate otherwise. There is no maximum length but be cognizant of rendering and upload times.
c.) Proper stitching is required. Stitch lines should be unobtrusive.
d.) Proper video and audio editing are required. Adobe Premiere Pro is best here, but other software can work well too.
e.) You should consider different types of audio sources—remember DMEE—and you might want to use the whisper room, foley techniques, synthesis/sampling, location audio, etc. What sorts of sounds does your genre need?
f.) Non-diegetic gear (lighting rigs, mics, etc.) should not be visible in the video unless so desired.
g.) Audio should be undistorted and clearly audible if it’s meant to be so.
h.) Lighting should be used if necessary.
i.) Unorthodox aesthetic choices should have a rationale, i.e., your group should be able to explain why audio is deliberately distorted, why images are obscured, why lighting rigs are visible, etc.
j.) Bear in mind: Why and how have you used the unique capacities of 360° video and Ambisonic audio? If you haven’t used these capacities, why not? How do these special properties support or hinder your genre? How is your genre different in 360 with spatial audio than in traditional film/video?
k.) Proper uploading and screening are parts of the assignment.
l.) Schedules are tight; don’t procrastinate too much. Remember, production is a process. The final product is truly important, but you will make mistakes and you will encounter problems. You are here to learn. Be kind to yourselves and work to solve problems as best you can. Collaborate, ask for help and advice, and don’t be afraid to screw up. Have fun! (Just don’t break the gear!)
m.) This assignment requires extensive post-production. Software is tricky and sometimes glitchy. Give yourselves plenty of time to play around and make mistakes.
n.) Immersion is key. Interactivity (beyond head movement) is a plus.
o.) This assignment is worth 14 points out of your total final grade. Take pride in your work.
p.) Peer review and in-class screening may be part of your grade.
q.) This is your chance to help define the future. Go for it!