A standard approach to audio doesn't work in VR

Context

The VR project required realistic interactions.

The challenge

Audio in VR doesn’t behave the way it does in standard games.

The effects:

  • No immersion.
  • Inconsistent experience.
  • Problems with interaction.

My role

Designing an audio approach tailored to VR.

What was done

  • Analysis of interactions.
  • Designing the audio logic.
  • Implementation and testing.

Outcome

  • Better immersion.
  • A natural experience.
  • Positive reception.

Takeaway

The more demanding the project, the more audio needs deliberate decisions.

If you're working on a demanding project (VR, new technologies), audio solutions can't be left to chance

Technical details

The VR project was built in Unity using FMOD.

The scope covered:

  • Designing audio events for interactions.
  • Implementing dynamic sound systems.
  • Testing audio behavior in VR.
  • Optimizing parameters.

The key factor was matching audio to user behavior in 3D space.

This approach was applied in projects including:

Got a project where audio is starting to become a decision?
Let’s talk about how to get it sorted. Book a consultation.

Process

© 2026 Made by Prosto Pisane