An underwater spatial audio experience for XR is designed to transport audience to the depths of the ocean, where they can immerse themselves in the rich and diverse soundscape of the marine environment.
A snap of the spatial Audio digital work station.
A snap of the spatial Audio digital work station.
One of my friend came to experience my project.
One of my friend came to experience my project.
Hand mesh linked with the oculus 2 controllers
Hand mesh linked with the oculus 2 controllers
The Audio Dome
The Audio Dome
Screenshot of the underworld - unreal engine
Screenshot of the underworld - unreal engine
This is where the entire experience is build and tested.
This is where the entire experience is build and tested.
The Process
The creative process for this project begin with research into the underwater world, focusing on the sounds and textures of the environment. I also consulted with my friend who is a certified scuba diver to gain a deeper understanding of the underwater ecosystem. He shared some real photos of underwater which I used for reference while creating the visuals in unreal engine. 
Once I had a strong understanding of the underwater environment, I begin to create the soundscape for the project. This involves recording and manipulating sounds from the real world, as well as creating synthesised sounds. I used spatial audio techniques (distance, azimuth, elevation) to create a sense of depth and dimension to the soundscape.
Myself in the dome space presenting this project to the professors and the class. We have used VR headsets (Meta Oculus 2 with controllers) and ambisonic dome to create this experience.
User Experience
I intend for the user to feel like they are truly underwater when they experience the project. The spatial audio will create a sense of immersion, while the interactive elements will allow them to explore and interact with their surroundings. This project will leave the user with a greater appreciation for the underwater world.
In addition to the soundscape, I also created interactive elements that allows the user to explore and interact with their surroundings. This could include things like interactive bubbles, and trigger a shark animation.
Softwares used for this project
Unreal Engine 5, Reaper, Dante Audio, Spat Revolution, MSP MAX. 
Preview as seen on the VR headset.
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