The Cinematic VR Formula: A Beginner's Guide to Creating Virtual Reality Movies by Chuck Ian Gordon

The Cinematic VR Formula: A Beginner's Guide to Creating Virtual Reality Movies by Chuck Ian Gordon

Author:Chuck Ian Gordon [Gordon, Chuck Ian]
Language: eng
Format: azw3
Publisher: Gordon's Arcade
Published: 2017-10-16T04:00:00+00:00


Doppler effect

When we move or when a noisy object moves there is a Doppler effect. Do you remember the last time an ambulance passed you? You could guess the speed of it by the amount the frequency changed. This is an important tool for spatial sound. I remember the movie "A Knight’s Tale" where the heroes come back to London. The camera flies over a church and you unexpectedly hear this Doppler effect. This was a wow moment for me. So, in general the Doppler effect increases realism and is usually handled well by game engines like Unity3D automatically. However, it may not always be what you want. In the article from Boris Smus I linked to before, Boris notices that he found the Doppler effect disturbing when he created a spatial music setup. So, as frequently happens, it depends whether you prefer realism or a certain kind of artificial setup to improve the experience for your audience. If we talk about realism, also take into account that sound in movies is usually enhanced compared to reality. Gunfire sounds much louder, richer and deeper than in reality, maybe you want to hear explosions in the space of Kung-Fu-swishes – even if it is unrealistic – just because we are used to it from many movies we have seen. Just consider what emotions, what feelings, you want the audience to experience when designing the sound for your VR movie.



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