Mixed Immersion’s heritage in cinematic audio production was called upon to help design and augment existing sound recordings and provide realistic, spatial audio which was used to dramatise the ambience throughout the Underworld experience.
With an amazing array of captured & recorded sounds, the majority in heavy development came with mixing objects and textures into the various tunnels and chambers so that reverberation from the many objects such as wet & dry brick and approaching machinery could all be well defined and understood by the user, whose vision is restricted throughout.
In a particularly dark and hostile environment, it is sound which starts to take over as the primary sense and every detail of sound becomes much more amplified as the brain concentrates more on those of interpretation and guidance. This meant that every splash, echo and background noise was given the highest amount of scrutiny in order to give the overall soundscape a sense of claustrophobia and menace.
Sound is so important to feeling present that we hope to educate all VR creators to understand how to build amazing experiences with audio at the core of how they create them.