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Collaboration (VR)

Recording Foley for Phonebooth VR Game

In the very early stages of designating roles to one another, we decided to visit the foley room as a group in order to take the first draft recordings for the game. We felt that by coming together to complete to the first task, we would gain more clarity on the other dimensions of the game, making it easier to designate roles within the group. In this session we recorded footsteps, mechanical sounds of the phone-box and the sounds of doors shutting using a Sennheiser 416 shotgun microphone. Whilst these sounds may not be used in the final product, if at all, we decided to get the ball rolling. This way we can trial and error sounds with the Games students and rerecord sounds accordingly.

As we are expecting to eventually put the sounds into Unity when mixing down the final product, we decided to record one shots of each sound required as well, in order to keep in line with the nature of working in Unity or FMod.

At Hwyels disposal, we used his vintage telephone mic to sample some recordings of the dialogue. Using this beat-down microphone, we thought, would give the audio an interesting nature. Unfortunately however, the audio was too distorted to be used due to a lack of a powerful enough pre-amp. Nevertheless the distortion gave us ideas on how to possible manipulate the dialogue using audio effects in the final mixdown.

An issue we ran into was the multichannel nature of the recordings as we incorrectly formatted the Zoom F4 that we were using whilst recording. However this was swiftly fixed by Inaki, extracting the separate audio channels on pro tools.

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