A five-week course which takes place every Tuesday (7-9pm) from March 13th to the 17th of April 2018. The week of the 3rd of April will be off due to the Easter holidays.
Jack Reynolds MEng EEE IET. BBC R&D Interactive and Immersive content.
Jack is a pecialist 360 audio engineer at SohoVR, CEO of Reynolds Microphones, musician and sound designer. President of the UCL Audio Engineering Society. Jack will be running the first three sessions of the course.
Alex is a freelance Immersive Audio Designer and Producer. He worked on international 360 and VR projects. Recent clients are Mixed Immersion, Visualise, Picture this Production, 1.618 digital, Pebble Studios and more. Currently tutoring at UCL at the MA Immersive Factual Storytelling course. Axel will be running the last two sessions of the course.
The course will cover all practical and conceptual aspects of 360 spatial audio recording, mixing and exporting for delivery on multiple platforms such as Youtube, Facebook, and the GearVR. It will concentrate on sound for 360 video production and will appeal to those with some filmmaking knowledge or previous audio engineering knowledge who wish to explore the creating soundtracks for 360 videos.
Over the five weeks, you will learn practical techniques to capture spatial audio, Using industry standard tools including Sennheiser microphones, Zoom field recorders, the Facebook 360 Audio suite of audio tools and Reaper digital audio workstation. You will learn how to record, edit and mix ambisonic spatial audio then combine the finished mix with a 360 video, ready for delivery. The course will be part lecture, part practical exercises, with an emphasis on you being able to create a finished project as quickly as possible.
Week 1: Fundamental concepts of spatial audio
Week 2: Recording audio for 360 video
Week 3: Editing and manipulating 360 audio
Week 4: Spatial mixing, Immersive sound design, Music and Headlocked stereo
Week 5: Exporting, Encoding, and Muxing for Delivery
Course contents overview:
Fundamentals of spatial audio.
Basics of human hearing and psychoacoustics
Key differences between spatial and traditional audio
Ambisonics and other spatial formats
Learning how to identify ‘good’ and ‘bad’ spatial audio
Critical listening exercises and understanding what the medium can offer.
Using 360 Audio as a creative storytelling tool for increased immersion.
Learning outcomes: Familiarity with the basic concepts and advantages of spatial audio as well as commonly used terminology.
Materials: These discussions will be covered via slides that will be provided to people attending the course with further detail via links to reference resources including examples of various spatial audio formats.
Recording audio for 360 Video.
Onset, wild-track, and spatial sound design techniques (Sound Particles).
A-Format, and lapel radio microphones and using field recorders.
Spatial foley recording.
Use of voiceover and headlocked stereo (diegetic vs non-diegetic).
Learning outcomes: An understanding of the different approaches required for producing audio for 360 video, with some practical hands-on experience using industry standard 360 audio recording equipment.
Materials: Slides and reference resources will be provided as well as useful links which may further illustrate the topic
Introduction to editing spatial audio with Reaper (Digital Audio Workstation)
Introduction to the Facebook Audio360 Workstation suite of plugins and tools.
Learning outcomes: Familiarity with the layout and toolsets available within Reaper and the FB360 workstation, editing some basic audio examples to fit with a 360 video
Materials: Reaper sessions with preset layouts and example audio and video files will be provided, plus links to video tutorials and additional reference materials.
Spatial Mixing and automation in Reaper
Immersive sound design techniques and resources
Use of reverberation for increased realism
Basics of binaural headphone delivery and speaker arrays
Learning outcomes: mastering the basics of the more detailed controls within Reaper to automate an audio source to follow an object within a 360 video, implementing room simulation and gaining a deeper understanding of the signal flows required for ingesting, editing, spatialising and automating the movement of audio sources in the 360 soundfield.
Materials: Slides and video tutorials will be provided along with example Reaper session files.
Exporting master audio mixes from reaper.
Target output levels, optimisation, and good monitoring practices.
Encoding and muxing for multiple delivery platforms including Youtube, Facebook, and Samsung Gear VR
Uploading, sideloading and checking before final delivery.
Future developments and ways to stay current.
Slides and video tutorials will be provided as well as example movie files, audio files, and Reaper sessions
Learning outcomes: A finalised 3d audio mix will be joined with an example 360 video and loaded onto a Samsung gearVR and uploaded to Facebook and Youtube, showing the variations between the platforms and the considerations which must be taken into account during the creative process, in order for the finished product to perform optimally on the desired target platform. Limitations and some of the difficulties in delivering and publishing will be discussed and methods for keeping up with the fast pace of a newly developing field will be given.