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In addition to my experience with spatial audio in games (using tools like Wwise, Unreal Engine, and Unity 3D), I also enjoy designing spatial audio for live experiences or contributing to a more immersive sensation in the final .wav render

spatial_sound_sequencelisten with headphones
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In this sound sequence, you can hear a character recalling a memory during a storm with heavy rainfall.

I created a binaural mix using the Spat V3 plugin from Ircam Tools. After placing the sources, I used automation to gradually move them slightly to the back-left as the sequence progressed. This simulates a subtle shift, making it feel as if the player is moving forward and to the right. Additionally, I configured the plugin's reverb to simulate an outdoor space.

Regarding the various sound sources, there are four layers of atmospheres, all synthesized by me using the PhasePlant plugin. These layers include the wind, thunderclaps (achieved by using two noise oscillators with a slight time delay for a double attack, followed by heavy distortion and a low-pass filter triggered by an envelope), and the rain. The rain is divided into two layers: the 'constant flow' part (comprising three noise oscillators with different timbres modulated by LFOs, all of which are distorted and filtered) and the raindrops (a combination of noise and a sine wave modulated by a volume envelope with a very short decay).

The character's voice is a recording of my own voice, to which I applied various effects. As for the footsteps, I sourced them from a sound library. I selected a sound that matched the appropriate surface and applied a time-stretch effect to synchronize it with the sequence's rhythm.

Here are screenshots of the session showing the routing for the different tracks and the SPAT plugin settings.

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