Spatial Audio for Interactive Worlds
Cover imagery for Spatial Audio for Interactive Worlds
intermediate

Spatial Audio for Interactive Worlds

Place emitters, occlusion, and mix buses that survive rapid head motion.

¥56,000 · 4 weeks · cohort · intermediate

Overview

Design audio graphs where UI bleeps, environmental loops, and VO lines do not mask each other when users snap-turn.

What is included

  • HRTF-friendly level practices
  • Occlusion tricks without expensive raycasts
  • Mixing templates for dialogue-heavy scenes
  • Capture sheet for recording VO in home offices

Outcomes

  • Integrate a VO + SFX scene with documented buses
  • Run two listening tests with classmates
  • Adjust one mix after mentor notes
Avatar for Mika Okada

Responsible instructor

Mika Okada

Lead instructor for engine workflows; former AR studio tools engineer.

FAQ

A USB mic is enough; we focus on placement and mixing, not studio gear.

Experience notes

Spatial Audio for Interactive Worlds finally explained why my UI clicks felt buried. Minor gripe: week one readings are dense.

— Nao , sound designer · 5/5

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