
Year: 2023
Duration: 3 months
Project Type: Virtual Reality Experience, Ambisonic - Spatial Audio | Graduate Student Project
Project Overview
An underwater spatial audio experience for XR is designed to transport users to the ocean's depths, surrounded by the rich, diverse soundscape of marine life.
Introduction
I was introduced to something that blew my mind 🔊 Spatial Audio using Ambisonic systems. Imagine being thrown into a swimming pool before you even know how to float, that’s exactly how I felt when I began learning this alongside Unreal Engine 5. I was flapping around, barely staying afloat, but oh, was it thrilling!

A snap of the spatial Audio digital work station.

One of my friend came to experience my project.

Hand mesh linked with the oculus 2 controllers

The Audio Dome

Screenshot of the underworld - unreal engine

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 in the soundscape.

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.

Technologies & Hardware
Softwares used for this project –
- Unreal Engine 5
- Reaper (DAW)
- Genesis Speakers 36 + 6 LFE
- Dante Audio
- Spat Revolution
- Max MSP
Final Rendering from VR experience
Preview as seen on the VR headset.