DEVLOG #6

06 June, 2024

Author: Lloyd Green

Ski Lodge Murder Dev-log #6: Importance of Audio in VR

Grand Theft Auto 5 Radio

Non-diegetic audio also extends to thing’s such as game menus as a way to help the player know that their input has been registered. It can also be used for things such as congratulating the player if they succeeded in something or doing the complete opposite and instead telling them they did something wrong or failed in something, it can be even used to help clue the player in to a secret. In the context for VR non-diegetic audio does take more of a backseat due to the reasonsings mentioned earlier however like any well thought out game it still plays a role even if it's just reduced to menu navigation.

INTRODUCTION:

Did you know that diegetic and non-diegetic audio is one of the main reasons why game audios are a lot more memorable than traditional media? This dev-log will uncover some audio design secrets used to create great soundscape in games.

Scruffy’s Pikmin 4 and 3’s Adaptive Music Analysis Video.

DIGETIC AUDIO & DUMMING DOWN THE TECHNICAL JARGON...

To simplify things diegetic audio means audio which is produced within the confines of the piece of media’s world like say there is a scene where a bucket is dropped then it is to be expected that a sound effect would be there for the bucket being dropped this helps to keep the immersion of the piece of media and it is used in almost all forms of media. An example of diegetic audio would be Grand Theft Auto series as the games are designed to be near realistic as possible so a lot of attention is spent on its sound this even extends to the game’s music as it can only be heard through a car’s radio or a speaker playing said audio and it even uses official licensed music too furthering the realism.

Audition- Audio Editing Software by Adobe

It’s especially important in the context of a VR game since the player is inside the game world creating a more nuanced sense of immersion hence the audio design has an increased level of importance to ensure immersion is not broken. An example that can be used is actually one of our own previous games being Innocent Facade, in which we ensured that every sound effect has a corresponding sound effect attached for being dropped or even special actions like flicking a light switch or breaking a glass bottle. The style of the sound can also differ depending on the type of game you're making. This can be something more realistic sounding or cartoonish however in the context of diegetic audio realistic sounding audio tends to do much better and can simply fit in better than most scenarios.

NON-DIGETIC AUDIO

While diegetic audio is focused around sounds being made in the world of said piece of media, non-diegetic audio is the complete opposite as sounds in this type of audio design are created without the game in mind and for differing purposes. The biggest example of non-diegetic audio would be music or a soundtrack as none in most media this is never heard by the characters and its intended to be more for the person experiencing said media, it is done to help set the mood of the scene giving it more emotion and in a odd way further immersion despite it being non-diegetic. Of course this does not mean music is always completely non-diegetic as in some forms of media (mainly games) music can “react” to a scene depending on what is going on. A good example to give would be Pikmin 3 as it features an adaptive music system which reacts and layers different types of instruments depending on the player’s action, this process is further explained in Scruffy’s Pikmin 4 and 3’s adaptive music analysis video.

HOW DOES THIS ALL APPLY TO OUR GAME- THE SKI LODGE MURDER?

Understanding the collaboration between musicians and programmers in audio design is crucial for crafting immersive experiences in various media, including VR and games. For "The Ski Lodge Murder," this knowledge allows us to seamlessly blend different sound types, enhancing the hybrid VR/PC experience. By integrating diverse audio elements, we aim to create an unforgettable soundscape that draws players deeper into the mystery and atmosphere of the game. This attention to audio detail will ensure that every creak, whisper, and musical note contributes to a truly captivating and immersive adventure.


We hope you've learned a lot about the difference between diegetic and non-diegetic sound in the process. Next week, we'll delve into how our team is exploring Unity VR development in 2024!

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