VR Music For The Game Composer

By video game composer Winifred Phillips | Contact | Follow
 
The Game Developers Conference is always an awesome opportunity for game audio experts to learn and share experiences. I’ve given presentations at GDC for a few years now, and I’m always excited to hear about what’s new and notable in game audio. This year, the hot topic was virtual reality. In fact, the subject received its own dedicated sub-conference that took place concurrently with the main GDC show. The VRDC (Virtual Reality Developers Conference) didn’t focus particularly on the audio and music side of VR, but there were a couple of notable talks on that subject. In this article, let’s take a look at some of the more intriguing VR game music takeaways from those two talks. Along the way, I’ll also share some of my related experience as the composer of the music of the Dragon Front VR game for the Oculus Rift (pictured above).
 
Inside and outside
The talks we’ll be discussing in this article are entitled “Audio Adventures in VR Worlds” and “The Sound Design of Star Wars: Battlefront VR.” Here’s a common issue that popped up in both talks: Where should video game music be in a VR game? Should it feel like it exists inside the VR world, weaving itself into the immersive 3D atmosphere surrounding the player? Or should it feel like it’s somehow outsideof the VR environment and is instead coasting on top of the experience, being conveyed directly to the player? The former approach suggests a spacious and expansive musical soundscape, and the latter would feel much closer and more personal. Is one of these approaches more effective in VR than the other? Which choice is best?

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These two concepts share a lot in common with the traditional categories of diegetic and non-diegetic music in entertainment media. Diegetic music exists inside the fictional world, perceived by the characters within it, whereas non-diegetic music is inaudible to the characters and only exists for the benefit of the audience. VR presents an interesting twist to this usually straightforward dichotomy. When the entertainment experience is doing everything in its power to make us forget that we’re an audience, to the point where we achieve a sense of complete presence within the fictional world… what role does non-diegetic music play then?  If we can now consider ourselves as characters in the story, how do we hear music that story characters aren’t supposed to hear?
 
“VR goes beyond picture sync. It’s about sync of the world,” says music producer Joe Thwaites of Sony Interactive Entertainment Europe. In his talk about the music and sound of the game PlayStation VR Worlds, Thwaites explores the relationship between music and the VR environment. “The congruency between audio and visuals is key in maintaining that idea of believability,” Thwaites asserts, “which in turn makes immersiveness, and in turn makes presence.” In virtual reality development, the term ‘presence’ denotes the sensation of actually existing inside the virtual environment. According to Thwaites, a strong believable relationship between the aural and visual worlds can contribute to a more satisfying VR experience.

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Music inside the world
As an example, Thwaites describes an interactive music implementation that he integrated into the ‘Ocean Descent’ section of PlayStation VR Worlds.  In this portion of the game, Thwaites pulled the otherwise non-diegetic musical score more fully into the immersive world by creating an illusion that the in-game objects were reacting to the musical notes. “There’s a part called The Jellyfish Cave, where you descend into this sea of jellyfish,” Thwaites describes. “You get this 2D music,” he adds, “which bypasses the 3D audio plugin, so it goes straight to your ears.”
 
In other words, the music is recorded in a traditionally stereo mix and the output is fed directly to the player’s headphones without bothering with any spatial positioning in the virtual world. “Then, as you look around, these jellyfish light up as you look directly at them,” Thwaites goes on, “and they emit a tone in 3D in space so the music tone stays where it is in the world.” So, these tones have been attached to specific jellyfish in the virtual world, spatially positioned to emanate from those locations, as if special portions of the non-diegetic score have suddenly leapt into the VR world and taken up residence there. “And that has this really nice effect of creating this really immersive and magical moment which is really unique to VR,” Thwaite remarks.
 
So this method served to help non-diegetic music feel more natural within the VR environment. But what happens when pure non-diegetic music is an absolutely necessity?

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So this method served to help non-diegetic music feel more natural within the VR environment. But what happens when pure non-diegetic music is an absolutely necessity?
 
Music outside the world
In the game Star Wars Battlefront Rogue One X-Wing VR Mission, the audio team at Criterion Games were tasked with creating an authentic audio experience in a virtual reality environment dedicated to the eternally famous and popular Star Wars franchise. In this case, according to audio lead Jay Steen, pure non-diegetic music was a must. “Non-diegetic means not from a source in the scene. This is how most movies and flatscreen games handle the music. So the music plays through the direct out straight to the player’s ears and we were worried from what we’d heard about non-diegetic music that it would distract from immersion,” Steen confesses. “But we actually found the opposite. Maybe that’s because you can’t have a Star Wars story without the music. You don’t feel like you’re in Star Wars until the music kicks in.” According to Steen, the non-diegetic music worked in this circumstance because the audio team was careful to avoid repetition in the musical score. “We didn’t reuse or loop cues that much, and due to the linear structure of the mission we could kind of get away with this,” Steen points out. “We think that helps to not break immersion.”
 
My perspective on using non-diegetic music in VR:
Sometimes non-diegetic music can be introduced into a VR game, and then quickly transformed into diegetic music within the immersive environment in order to enhance player presence. In my musical score for the Dragon Front game for Oculus Rift, I composed a dramatic choral track for the opening main theme of the game. During the game’s initial logo sequence, the music is channeled directly to the player’s ears without any spatial positioning. However, this changes as soon as the player fully enters the initial environment (wherein the player navigates menus and prepares to enter matches).  Once the logo sequence has completed, the music makes a quick transition, from a full-bodied direct stereo mix to the player’s headphones, to a spatially localized narrow mix located to the player’s lower right. Upon turning, players see that the music is now coming from a battered radio, which the player is free to turn on and off. The music is now fully diegetic, existing inside the game’s fictional world. Here’s a video showing this sequence in action:

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Source: Gamasutra

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