With the release of Rick and Morty VR a few weeks ago, the creative masterminds at Owlchemy Labs once again showcase how fun VR experiences can truly be. As the audio director for Owlchemy Labs, Daniel Perry has played a huge role in these making these experiences sound just as fun and engaging as they look.
In this episode of OSSIC Live we were able to catch up with Daniel to ask about his work on Job Simulator, what it's like to design sound for VR, and his vision of the future of 3D sound.
Thanks to Daniel for his time, and to the team at Owlchemy for continuing to make such great experiences!
You can find Daniel on Twitter at @danieldperry
Image: Owlchemy Labs
Kedar Shashidhar, our Associate Creative Director, has been always been obsessed with spatial audio — whether it's with virtual reality experiences, video games or music. In this talk on spatial audio, Kedar discusses how one should approach capturing 360 audio connect with ambisonic microphones, and how ambisonics continue to play an important role in the future of spatial audio production.
A selection of popular songs that rely heavily on the use of samples.
For those who may not be headphone tech geeks, deciding on a high-end pair to purchase can sometimes be daunting. The technical terms and marketing language that often accompany with headphone descriptions is enough to make your head spin. With that in mind, this post aims to simplify the terminology associated with the two main types of “over-ear” headphones: closed-back and open-back.
A quick update from the past two weeks of OSSIC X development, including head tracker advancements, software update, and E3 recap. Check it out!