A couple of weeks ago I booked the Oculus headset from the technicians, I got a small induction and then took it back to mine to test it. The main objective in getting the oculus set was to manage to play The Phone Box on it, but when trying to get the file from the MA students they told me that their game could not be exported as an APK file, meaning that the only way I could play the game was by getting the Unity file. Unfortunately my laptop doesn’t have the storage space to download Unity, so at the end I only used the head set to explore different 360 media. Finding out of this incompatibility of files was a bit discouraging and honestly a lack of communication between us and the MA students, because it meant that I would never have the chance of experiencing the finished game and test my audio on it.
With the headset I mainly explored 360 You Tube seeing a wide range of videos, from projects released by experimental music festivals, to aerial tours of cities. One thing that I noticed from my experience with the set was the poor frequency range of the integrated headphones. While hearing a bass heavy 360 music performance, I noticed that the bass was notably weak, this make sense as the technology its mainly visual orientated and sometimes audio can be neglected in such industries. This made me realise that when mixing the music of The Phone Box I should not give great emphasis is in the low range. Try to make it present but not vibrant, in contrast with other mediums such as film and music I tend to mix low frequencies quite loud and penetrant.
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