
By Winifred Phillips | Contact | Follow
Delighted you’re here! I’m videogame composer Winifred Phillips, and I’m happy to welcome you back to this four-part article series exploring the role of music in VR games! These articles are based on the presentation I gave at this year’s game Developer’s Conference in San Francisco, entitled Music in Virtual Reality (I’ve included the official description of my talk at this end of this article). If you haven’t read the previous three articles, you’ll find them here:
- Part One: The Importance of Positional Audio
- Part Two: 2D Versus 3D Music in Virtual Reality
- Part Three: Diegetic Versus Non-Diegetic Music in Virtual Reality
During my GDC presentation, I focused on three important questions for VR game music composers:
- Do we compose our music in 3D or 2D?
- Do we structure our music to be Diegetic or Non-Diegetic?
- Do we focus our music on enhancing player Comfort or Performance?
In the course of exploring these questions during my GDC presentation, I discussed my work on four of my own VR game projects –the Bebylon: Battle Royale arena combat game from Kite & Lightning, the Dragon Front strategy game from High Voltage Software, the Fail Factory comedy game from Armature Studio, and the Scraper: First Strike shooter/RPG from Labrodex Inc.




VR games currently focus on binaural audio to immerse players in the awesome soundscapes of their virtual worlds. As we know, binaural recording techniques use two microphones, often embedded in the artificial ears of a dummy head (pictured right). By virtual of the popular binaural recording technique and/or binaural encoding technologies, game audio teams can plunge VR players into convincing aural worlds where sounds are spatially localized in a way that conforms with real world expectations. The technology of binaural sound continually improves, and recently the expert developers of the Oculus Rift VR headset have refined the quality of their VR sound with two significant upgrades.



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).
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 outside of 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?