Introduction to Binaural, Ambisonic and Spatialised Audio for 360, AR, VR and XR technologies

  • 28 May 2020
  • 2:00 PM - 6:00 PM
  • Online Webinar


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Introduction to Binaural, Ambisonic and Spatialised Audio for 360, AR, VR and XR technologies

Book your place now using the Register button.

Registrants will be emailed a link to the YouTube LiveStream just before the event starts. 

Gareth Fry is well known for his extraordinary theatrical work, but also has an enormous multimedia portfolio, including work for Bastille and the Mercedes F1 team. In a first for the ASD, Gareth will lead a YouTube LiveStream exploring the following topics, with the opportunity to ask questions during the session.

You will be sent a link to the session via your registration details. Registration is limited and essential. Access without preregistration to the session will not be possible once the session has started.

What is XR?

- What’s the difference between 360, AR, VR? Static VR vs Room Scale VR?
- How are these technologies being used? The second wave of VR
- Storytelling techniques often rely more on theatrical techniques than cinematic techniques

360 films

- What 360 is being used for
- Difficulties of filming
- Advantages of binaural vs ambisonics. Binaural on demand.
- Recording technologies
- Post production technologies
- Adding mono sources to an ambisonic track (Audio Ease 260 Suite, Facebook 360, DearVR)
- IRL 360 films, eg Igloo, museums
- Browser support for spatial audio on YouTube etc
- Q&A


- What VR is being used for
- Different approaches and technologies for room scale vs static VR
- Crossover between 360 techniques to Static VR, and where it all falls down
- Worldizing sounds, managing music
- Game Audio Engines: Unity and Unreal. What they’re good and bad at. Demo Unity. Scenes and Timelines.
- Middleware: Fmod and Wwise. Demo FMod
- Spatial audio plug-ins: Oculus, Steam, Resoannce (Daydream cancelled), DearVR. Demo Steam and DearVR
- Lack of documentation
- The rise and fall of Headset platforms: Cardboard and Daydream
- Tethered vs wireless link vs Standalone. Oculus Quest vs HTC Cosmos
- Headphones and Haptics
- Scalability. Lack of adoption of headsets. Fragmented marketplaces.
- What you need to develop for VR. Can you do it on a Mac?
- Q&A


- What AR is being used for
- Mobile Phone AR
- Magic Leap headsets
- Commonalities with VR
- Q&A

How can we use these technologies in performance

- Using consumer technology in a professional environment.
- Live audio inputs / lip sync / latency.
- Show control systems.
- Connecting to QLab via MIDI and OSC.
- Incorporating live performance and XR.
- Workflow of creating a projects / Working with programmers  / how to sound check
- Troubleshooting time
- Existing projects. NT ISS. War of the Worlds.
- Q&A

Please note there will be a 15 minute break in the middle of this seminar. 

Terms and Conditions

Please note, the ASD reserves the right to make changes to this event without prior notice. Such alterations may occasionally be necessary due to circumstances beyond our control.

The ASD does not accept responsibility for anyone acting as a result of information or views expressed on its training courses including course material. Opinions expressed are those of individuals and not necessarily those of the ASD. 


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