VR Academy

VR Academy Part 2: Binaural Recording

Posted on 30 September 2015
Sound Designer & Music Composer, Dani Kobek
Sound Designer & Music Composer, Dani Kobek
Ear moulds over specialized microphones to create a binaural recording setup
Ear moulds over specialized microphones to create a binaural recording setup

We are very excited to release the newest instalment of our VR Academyblog series: Binaural Recording. Sound can never be underestimated in a game and many game jammers will tell you that sound affects the perception of game quality. This blog instalment looks at the sound components in games, specifically an effect called Binaural Recording and how it affects the VR experience.

Archiact Sound Designer and Music Composer, Dani Kobek,has been shaping ear moulds over specialized microphones to create a binaural recording setup for upcoming virtual reality projects. This form of recording is supposed to mimic what the human ear hears from its surrounding environments.

Essentially the grooves that make up the shape of your outer ear localize sound waves and tell you if they are coming from the left, from the right, in front or behind, above or below, near or far. Once the sound gets shaped by the ear mould they travel into the microphones which are acting as ear canals. Recording environmental ambience and sound effects binaurally makes the experience much more immersive than 5.1 surround sound systems and can make you feel like you're really there.

Dani is experimenting with binaural recording to find a way to integrate this organic form of sound design with 3D sound and binaural panning in our upcoming virtual reality projects. There is a difference in sound quality between a software plug-in that digitally tries to re-create environment ambience, in contrast to an actual recording using an apparatus that mimics the real conditions of the human ear structure, especially in the ability to localize the sounds we hear everyday. If successfully integrated,binaural recording could create even more immersive audio in VR games. How does that sound?

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