Last year while working on the music of the Dragon Front virtual reality game for Oculus Rift (as pictured above), I gave a lot of consideration to the listening environment in which VR gamers would be hearing my video game music. Since then I’ve served as the video game composer for several more virtual reality games (which will be released in the next few months). I’ve also written a number of articles on this subject in order to share what I’ve learned with other game composers. Last September I devoted two articles to a discussion of audio headphones designed specifically for the demands of virtual reality applications. You can read those here:
In this article I’d like to turn our attention towards the experience of the end user, and specifically, the primary interface with which users will be enjoying our audio content. So, let’s talk about headphones! More specifically, let’s talk about the newest incarnation of this device… headphones built specifically for VR!
This will be a two-part article (since there’s a lot of ground to cover!) In part one, we’ll be discussing these two headphone models: