brainaud.io

Evaluation du site brainaud.io

brain audio

 Généré le 18 Janvier 2026 10:20

Vieilles statistiques? UPDATE !

Le score est de 53/100

Optimisation du contenu

Titre

brain audio

Longueur : 11

Parfait, votre titre contient entre 10 et 70 caractères.

Description

Brain Audio is an independent audio post production facility based in London that creates sound and music for moving stories. Whether you need a composer, TV / Film audio post production, or 360° interactive sound, Brain Audio will bring together an outstanding team for your project. Good ears, experience, and intelligence make our studios a nourishing place to be.

Longueur : 367

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Mots-clefs

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Propriétés Open Graph

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Propriété Contenu
locale en_US
title brain audio
description Brain Audio is an independent audio post production facility based in London that creates sound and music for moving stories. Whether you need a composer, TV / Film audio post production, or 360° interactive sound, Brain Audio will bring together an outstanding team for your project. Good ears, experience, and intelligence make our studios a nourishing place to be.
url https://brainaud.io
image https://freight.cargo.site/i/03df090fb1c57d46c525bab406e4a22fda55f11b439426cf175a0f1555ba99d1/brain_wallpaper_3840x2160_bw.jpg
type website

Niveaux de titre

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Cinema","tags":"","display":true,"pin":false,"pin_options":null,"in_nav":false,"is_homepage":false,"backdrop_enabled":true,"is_set":false,"stack":false,"excerpt":"SPATIAL AUDIO \/\/ UNITY DEVELOPMENT \/\/ GENERATIVE SOUND DESIGN \/\/ IMMERSIVE SFX \/\/ FMOD \/\/ SPATIAL AUDIO \/\/ UNITY DEVELOPMENT \/\/ GENERATIVE SOUND DESIGN \/\/ IMMERSIVE...","content":"SPATIAL AUDIO \/\/ UNITY DEVELOPMENT \/\/ GENERATIVE SOUND DESIGN \/\/ IMMERSIVE SFX \/\/ FMOD \/\/ SPATIAL AUDIO \/\/ UNITY DEVELOPMENT \/\/ GENERATIVE SOUND DESIGN \/\/ IMMERSIVE SFX \/\/ FMOD \/\/ SPATIAL AUDIO \/\/ UNITY DEVELOPMENT \/\/ GENERATIVE SOUND DESIGN \/\/ IMMERSIVE SFX \/\/ FMOD \/\/ SPATIAL AUDIO \/\/ UNITY DEVELOPMENT \/\/ GENERATIVE SOUND DESIGN \/\/ IMMERSIVE SFX \/\/ FMOD \/\/ SPATIAL AUDIO \/\/ UNITY DEVELOPMENT \/\/ GENERATIVE SOUND DESIGN \/\/ IMMERSIVE SFX \/\/ FMOD \/\/ SPATIAL AUDIO \/\/ UNITY DEVELOPMENT \/\/ GENERATIVE SOUND DESIGN \/\/ IMMERSIVE SFX \/\/ FMOD \/\/ SPATIAL AUDIO \/\/ UNITY DEVELOPMENT \/\/ GENERATIVE SOUND DESIGN \/\/ IMMERSIVE SFX \/\/ FMOD \/\/ SPATIAL AUDIO \/\/ UNITY DEVELOPMENT \/\/ GENERATIVE SOUND DESIGN \/\/ IMMERSIVE SFX \/\/ FMOD \/\/ SPATIAL AUDIO \/\/ UNITY DEVELOPMENT \/\/ GENERATIVE SOUND DESIGN \/\/ IMMERSIVE SFX \/\/ FMOD \/\/   \n\tBlumhouse Enhanced Cinema\n\nCLIENT:\nBlumhouse \u2014 Powerhouse production company famous for turning micro budget horror films into massive global hits, including franchises like Paranormal Activity, The Purge, The Black Phone, M3gan and the Oscar-winning Get Out.\nPARTNERS:\nNexus Studios \u2014 Visionary creators of interactive and immersive experiences.\nMeta \u2014 Pioneers in cutting edge XR technology and immersive environments.\n\n\nThe Sound of Fear, Redefined.\nWhen Blumhouse brought their iconic brand of horror to the Meta Quest 3, they needed more than just a soundtrack\u2014they needed a living, breathing sonic nightmare.Brain Audio bridged the gap between traditional cinema and the future of VR. By blending our deep roots in narrative film, TV and Theatre drama with cutting-edge spatial audio engineering, we created the immersive soundscape for the Blumhouse Immersive Cinema player. From the precision of a Dolby Atmos mix to the unpredictable nature of non-linear spatial audio, we ensured that every creak, whisper, and jump-scare followed the viewer into the dark.\n\n\n\n\n\tOur Process\nThe 360\u00b0 Sonic Architecture\nFor Brain Audio, the Blumhouse Immersive Cinema project was a \u201cdream brief\u201d\u2014 a rare opportunity to synthesise our cinematic heritage with frontier spatial technology. Our workflow ensured that the jump from the silver screen to the Meta Quest 3 felt seamless, visceral, and intentional.\n\n\n1. Setting the Stage: The UX & Lobby Experience\n\nBefore a user enters a film, they enter an atmosphere. We designed the entire sonic identity of the Blumhouse VR Lobby, composing original music and custom UX sound palettes that bridge the gap between \u201ctechnical menu\u201d and \u201ccinematic immersion.\u201d Every click and transition was crafted to build tension and set the tone before the first frame of the movie even appeared.\n\n2. Forensic Optimisation: The Atmos Translation\n\nWe were granted exclusive access to the original Dolby Atmos Cinema mixes. Rather than simply down mixing, we optimised these massive theatrical assets for the groundbreaking new Dolby Atmos decoder designed specifically for the Meta Quest.\n\nPrecision Engineering: We ensured the scale and impact of a 128-channel cinema mix was preserved within the mobile constraints of a VR headset.\n\nFidelity First: By working directly with the master assets, we maintained the filmmaker\u2019s original intent while maximising the spatial capabilities of the Quest hardware.\n\n\n\n\t3. Mixed Reality Integration: Object-Based Storytelling\n\nIn a groundbreaking move for Mixed Reality (MR), we stripped specific Audio Objects out of the cinema mix and \u201ctethered\u201d them to digital assets in the user\u2019s physical room.\n\nExample: In The Black Phone, the haunting ring of the phone isn\u2019t just coming \u201cfrom the movie\u201d \u2014 it is spatially instantiated to the 3D phone asset appearing in your actual room.\nThis creates a terrifyingly blurred line between the film\u2019s world and the user\u2019s reality.\n\n4. Collaborative Enhancement with Nexus\n\nWe worked in a tight feedback loop with the visual team at Nexus Studios to augment their graphic elements. We added subtle, \u201cheightened\u201d sonic layers to their environmental effects, ensuring every visual flicker or shadow had a corresponding audio cue. Our North Star was always creative reverence: enhancing the experience without ever distracting from the director\u2019s original vision.\n\n\u201cThis project represents the ultimate convergence of our skillsets. By joining the dots between narrative drama, cinema mixing, and non-linear spatial audio, we\u2019ve helped create a benchmark for how movies are experienced in the next generation of hardware.\u201d \n\u2014 Chris Branch, Director of Brain Audio\u2019s XR Team\n\n\nAt Brain Audio, we\u2019ve spent years working across the distinct worlds of Film, TV, Theatre, and Gaming. The Blumhouse project allowed us to bring every one of those tools to the table. It required the ears of a film mixer, the mind of a game designer, and the soul of a storyteller and we are very proud of the results.\n\n\n\n\n\n","content_no_html":"SPATIAL AUDIO \/\/ UNITY DEVELOPMENT \/\/ GENERATIVE SOUND DESIGN \/\/ IMMERSIVE SFX \/\/ FMOD \/\/ SPATIAL AUDIO \/\/ UNITY DEVELOPMENT \/\/ GENERATIVE SOUND DESIGN \/\/ IMMERSIVE SFX \/\/ FMOD \/\/ SPATIAL AUDIO \/\/ UNITY DEVELOPMENT \/\/ GENERATIVE SOUND DESIGN \/\/ IMMERSIVE SFX \/\/ FMOD \/\/ SPATIAL AUDIO \/\/ UNITY DEVELOPMENT \/\/ GENERATIVE SOUND DESIGN \/\/ IMMERSIVE SFX \/\/ FMOD \/\/ SPATIAL AUDIO \/\/ UNITY DEVELOPMENT \/\/ GENERATIVE SOUND DESIGN \/\/ IMMERSIVE SFX \/\/ FMOD \/\/ SPATIAL AUDIO \/\/ UNITY DEVELOPMENT \/\/ GENERATIVE SOUND DESIGN \/\/ IMMERSIVE SFX \/\/ FMOD \/\/ SPATIAL AUDIO \/\/ UNITY DEVELOPMENT \/\/ GENERATIVE SOUND DESIGN \/\/ IMMERSIVE SFX \/\/ FMOD \/\/ SPATIAL AUDIO \/\/ UNITY DEVELOPMENT \/\/ GENERATIVE SOUND DESIGN \/\/ IMMERSIVE SFX \/\/ FMOD \/\/ SPATIAL AUDIO \/\/ UNITY DEVELOPMENT \/\/ GENERATIVE SOUND DESIGN \/\/ IMMERSIVE SFX \/\/ FMOD \/\/   \n\tBlumhouse Enhanced Cinema\n{image 9}\nCLIENT:\nBlumhouse \u2014 Powerhouse production company famous for turning micro budget horror films into massive global hits, including franchises like Paranormal Activity, The Purge, The Black Phone, M3gan and the Oscar-winning Get Out.\nPARTNERS:\nNexus Studios \u2014 Visionary creators of interactive and immersive experiences.\nMeta \u2014 Pioneers in cutting edge XR technology and immersive environments.\n\n\nThe Sound of Fear, Redefined.\nWhen Blumhouse brought their iconic brand of horror to the Meta Quest 3, they needed more than just a soundtrack\u2014they needed a living, breathing sonic nightmare.Brain Audio bridged the gap between traditional cinema and the future of VR. By blending our deep roots in narrative film, TV and Theatre drama with cutting-edge spatial audio engineering, we created the immersive soundscape for the Blumhouse Immersive Cinema player. From the precision of a Dolby Atmos mix to the unpredictable nature of non-linear spatial audio, we ensured that every creak, whisper, and jump-scare followed the viewer into the dark.\n\n\n\n\n\tOur Process\nThe 360\u00b0 Sonic Architecture\nFor Brain Audio, the Blumhouse Immersive Cinema project was a \u201cdream brief\u201d\u2014 a rare opportunity to synthesise our cinematic heritage with frontier spatial technology. Our workflow ensured that the jump from the silver screen to the Meta Quest 3 felt seamless, visceral, and intentional.\n\n\n1. Setting the Stage: The UX & Lobby Experience\n\nBefore a user enters a film, they enter an atmosphere. We designed the entire sonic identity of the Blumhouse VR Lobby, composing original music and custom UX sound palettes that bridge the gap between \u201ctechnical menu\u201d and \u201ccinematic immersion.\u201d Every click and transition was crafted to build tension and set the tone before the first frame of the movie even appeared.\n\n2. Forensic Optimisation: The Atmos Translation\n\nWe were granted exclusive access to the original Dolby Atmos Cinema mixes. Rather than simply down mixing, we optimised these massive theatrical assets for the groundbreaking new Dolby Atmos decoder designed specifically for the Meta Quest.\n\nPrecision Engineering: We ensured the scale and impact of a 128-channel cinema mix was preserved within the mobile constraints of a VR headset.\n\nFidelity First: By working directly with the master assets, we maintained the filmmaker\u2019s original intent while maximising the spatial capabilities of the Quest hardware.\n\n\n\n\t3. Mixed Reality Integration: Object-Based Storytelling\n\nIn a groundbreaking move for Mixed Reality (MR), we stripped specific Audio Objects out of the cinema mix and \u201ctethered\u201d them to digital assets in the user\u2019s physical room.\n\nExample: In The Black Phone, the haunting ring of the phone isn\u2019t just coming \u201cfrom the movie\u201d \u2014 it is spatially instantiated to the 3D phone asset appearing in your actual room.\nThis creates a terrifyingly blurred line between the film\u2019s world and the user\u2019s reality.\n\n4. Collaborative Enhancement with Nexus\n\nWe worked in a tight feedback loop with the visual team at Nexus Studios to augment their graphic elements. We added subtle, \u201cheightened\u201d sonic layers to their environmental effects, ensuring every visual flicker or shadow had a corresponding audio cue. Our North Star was always creative reverence: enhancing the experience without ever distracting from the director\u2019s original vision.\n\n\u201cThis project represents the ultimate convergence of our skillsets. By joining the dots between narrative drama, cinema mixing, and non-linear spatial audio, we\u2019ve helped create a benchmark for how movies are experienced in the next generation of hardware.\u201d \n\u2014 Chris Branch, Director of Brain Audio\u2019s XR Team\n\n\nAt Brain Audio, we\u2019ve spent years working across the distinct worlds of Film, TV, Theatre, and Gaming. The Blumhouse project allowed us to bring every one of those tools to the table. It required the ears of a film mixer, the mind of a game designer, and the soul of a storyteller and we are very proud of the results.\n\n{image 10}\n\n\n\n","content_partial_html":"SPATIAL AUDIO \/\/ UNITY DEVELOPMENT \/\/ GENERATIVE SOUND DESIGN \/\/ IMMERSIVE SFX \/\/ FMOD \/\/ SPATIAL AUDIO \/\/ UNITY DEVELOPMENT \/\/ GENERATIVE SOUND DESIGN \/\/ IMMERSIVE SFX \/\/ FMOD \/\/ SPATIAL AUDIO \/\/ UNITY DEVELOPMENT \/\/ GENERATIVE SOUND DESIGN \/\/ IMMERSIVE SFX \/\/ FMOD \/\/ SPATIAL AUDIO \/\/ UNITY DEVELOPMENT \/\/ GENERATIVE SOUND DESIGN \/\/ IMMERSIVE SFX \/\/ FMOD \/\/ SPATIAL AUDIO \/\/ UNITY DEVELOPMENT \/\/ GENERATIVE SOUND DESIGN \/\/ IMMERSIVE SFX \/\/ FMOD \/\/ SPATIAL AUDIO \/\/ UNITY DEVELOPMENT \/\/ GENERATIVE SOUND DESIGN \/\/ IMMERSIVE SFX \/\/ FMOD \/\/ SPATIAL AUDIO \/\/ UNITY DEVELOPMENT \/\/ GENERATIVE SOUND DESIGN \/\/ IMMERSIVE SFX \/\/ FMOD \/\/ SPATIAL AUDIO \/\/ UNITY DEVELOPMENT \/\/ GENERATIVE SOUND DESIGN \/\/ IMMERSIVE SFX \/\/ FMOD \/\/ SPATIAL AUDIO \/\/ UNITY DEVELOPMENT \/\/ GENERATIVE SOUND DESIGN \/\/ IMMERSIVE SFX \/\/ FMOD \/\/   \n\tBlumhouse Enhanced Cinema\n\nCLIENT:\nBlumhouse \u2014 Powerhouse production company famous for turning micro budget horror films into massive global hits, including franchises like Paranormal Activity, The Purge, The Black Phone, M3gan and the Oscar-winning Get Out.\nPARTNERS:\nNexus Studios \u2014 Visionary creators of interactive and immersive experiences.\nMeta \u2014 Pioneers in cutting edge XR technology and immersive environments.\n\n\nThe Sound of Fear, Redefined.\nWhen Blumhouse brought their iconic brand of horror to the Meta Quest 3, they needed more than just a soundtrack\u2014they needed a living, breathing sonic nightmare.Brain Audio bridged the gap between traditional cinema and the future of VR. By blending our deep roots in narrative film, TV and Theatre drama with cutting-edge spatial audio engineering, we created the immersive soundscape for the Blumhouse Immersive Cinema player. From the precision of a Dolby Atmos mix to the unpredictable nature of non-linear spatial audio, we ensured that every creak, whisper, and jump-scare followed the viewer into the dark.\n\n\n\n\n\tOur Process\nThe 360\u00b0 Sonic Architecture\nFor Brain Audio, the Blumhouse Immersive Cinema project was a \u201cdream brief\u201d\u2014 a rare opportunity to synthesise our cinematic heritage with frontier spatial technology. Our workflow ensured that the jump from the silver screen to the Meta Quest 3 felt seamless, visceral, and intentional.\n\n\n1. Setting the Stage: The UX & Lobby Experience\n\nBefore a user enters a film, they enter an atmosphere. 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Mixed Reality Integration: Object-Based Storytelling\n\nIn a groundbreaking move for Mixed Reality (MR), we stripped specific Audio Objects out of the cinema mix and \u201ctethered\u201d them to digital assets in the user\u2019s physical room.\n\nExample: In The Black Phone, the haunting ring of the phone isn\u2019t just coming \u201cfrom the movie\u201d \u2014 it is spatially instantiated to the 3D phone asset appearing in your actual room.\nThis creates a terrifyingly blurred line between the film\u2019s world and the user\u2019s reality.\n\n4. Collaborative Enhancement with Nexus\n\nWe worked in a tight feedback loop with the visual team at Nexus Studios to augment their graphic elements. We added subtle, \u201cheightened\u201d sonic layers to their environmental effects, ensuring every visual flicker or shadow had a corresponding audio cue. Our North Star was always creative reverence: enhancing the experience without ever distracting from the director\u2019s original vision.\n\n\u201cThis project represents the ultimate convergence of our skillsets. By joining the dots between narrative drama, cinema mixing, and non-linear spatial audio, we\u2019ve helped create a benchmark for how movies are experienced in the next generation of hardware.\u201d \n\u2014 Chris Branch, Director of Brain Audio\u2019s XR Team\n\n\nAt Brain Audio, we\u2019ve spent years working across the distinct worlds of Film, TV, Theatre, and Gaming. The Blumhouse project allowed us to bring every one of those tools to the table. 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DEVELOPMENT \/\/ GENERATIVE SOUND DESIGN \/\/ ORIGINAL MUSIC \/\/ FINAL MIX \/\/ FMOD \/\/ SPATIAL AUDIO \/\/ UNITY DEVELOPMENT \/\/ GENERATIVE SOUND DESIGN \/\/ ORIGINAL MUSIC \/\/ FINAL MIX \/\/ FMOD \/\/ SPATIAL AUDIO \/\/ UNITY DEVELOPMENT \/\/ GENERATIVE SOUND DESIGN \/\/ ORIGINAL MUSIC \/\/ FINAL MIX \/\/ FMOD \/\/ \n\tCrafting the Sound Universe for Headspace XR\n\nBrain Audio was tasked with creating an immersive auditory experience for the Meta Quest Headspace XR app developed in collaboration with Nexus Studios, Meta, and Headspace. Our goal was to design a compelling sound universe that spoke directly to teenagers and young adults, offering a fresh and engaging approach to meditation.\n\nCLIENT:\n\nHeadspace \u2014 Renowned for its modern and accessible approach to mindfulness and meditation.\n\nPARTNERS:\n\nNexus Studios \u2014 Visionary creators of interactive and immersive experiences.\n\nMeta \u2014 Pioneers in cutting edge XR technology and immersive environments.\n\nCHALLENGE:\n\nThe challenge was multifaceted. We needed to develop interactive music and sound worlds that resonated with the Gen Z demographic, known for their unique tastes and preferences. In doing so we were keen to avoid overused New Age sound tropes, striving instead for a contemporary, relatable sound and experience.This enhanced the immersive nature of the XR environment, seamlessly integrating with Nexus Studios\u2019 visuals and Meta\u2019s XR technology.\n\n\n\n\n\n\n\tAPPROACH:\n1. Research and Development:\nWe conducted extensive research into Gen Z\u2019s auditory preferences and trends. This involved analysing popular music, soundscapes, and interactive experiences to understand what resonates with this audience.\n2. Collaboration:\nWorking closely with Nexus Studios and Meta, we integrated their visual and technological insights with our sound design. Regular brainstorming sessions and iterative feedback loops ensured that our sound universe was harmoniously aligned with the visual elements and user interface.\n3. Sound Design and Interactive Music:\nWe composed a dynamic soundscape that evolved based on user interactions, ensuring a personalised and engaging experience. Contemporary Soundscapes: We incorporated elements from various genres and modern sound design techniques which included ambient electronic sounds, minimalistic beats, and unexpected auditory cues that kept users intrigued. Emotional Resonance: We designed the soundscapes to evoke a range of emotions, from calmn and relaxation to focus and energy, depending on the meditation experience.\n4. User Testing:We conducted rounds of user testing with client and participants to refine our sound design. Feedback was meticulously analysed and used to make adjustments that enhanced user satisfaction and engagement.\n\n\n\n\tRESULTS:\nThe Headspace XR project successfully launched, receiving positive feedback for its innovative sound design and immersive experience.\nThe interactive soundscapes kept users engaged and motivated, leading to increased app usage and longer meditation sessions.\nRECEPTION:Users appreciated the contemporary approach to meditation, with many highlighting the freshness and relatability of the sound design.\n\nHeadspace, Nexus Studios, and Meta commended Brain Audio for our creativity and commitment. The project was praised for breaking away from traditional meditation soundscapes and resonating deeply with the Gen Z audience.\n\n\u201cI absolutely ADORE what you guys did for Headspace, it\u2019s iconic!\u201d\u2014 Sarah Arruda \/\/ Executive Producer, Strategic Innovation Partnerships \/\/ Nexus Studios\n\n\n\n\n","content_no_html":"SPATIAL AUDIO \/\/ UNITY DEVELOPMENT \/\/ GENERATIVE SOUND DESIGN \/\/ ORIGINAL MUSIC \/\/ FINAL MIX \/\/ FMOD \/\/ SPATIAL AUDIO \/\/ UNITY DEVELOPMENT \/\/ GENERATIVE SOUND DESIGN \/\/ ORIGINAL MUSIC \/\/ FINAL MIX \/\/ FMOD \/\/ SPATIAL AUDIO \/\/ UNITY DEVELOPMENT \/\/ GENERATIVE SOUND DESIGN \/\/ ORIGINAL MUSIC \/\/ FINAL MIX \/\/ FMOD \/\/ SPATIAL AUDIO \/\/ UNITY DEVELOPMENT \/\/ GENERATIVE SOUND DESIGN \/\/ ORIGINAL MUSIC \/\/ FINAL MIX \/\/ FMOD \/\/ SPATIAL AUDIO \/\/ UNITY DEVELOPMENT \/\/ GENERATIVE SOUND DESIGN \/\/ ORIGINAL MUSIC \/\/ FINAL MIX \/\/ FMOD \/\/ SPATIAL AUDIO \/\/ UNITY DEVELOPMENT \/\/ GENERATIVE SOUND DESIGN \/\/ ORIGINAL MUSIC \/\/ FINAL MIX \/\/ FMOD \/\/ SPATIAL AUDIO \/\/ UNITY DEVELOPMENT \/\/ GENERATIVE SOUND DESIGN \/\/ ORIGINAL MUSIC \/\/ FINAL MIX \/\/ FMOD \/\/ SPATIAL AUDIO \/\/ UNITY DEVELOPMENT \/\/ GENERATIVE SOUND DESIGN \/\/ ORIGINAL MUSIC \/\/ FINAL MIX \/\/ FMOD \/\/ \n\tCrafting the Sound Universe for Headspace XR\n\nBrain Audio was tasked with creating an immersive auditory experience for the Meta Quest Headspace XR app developed in collaboration with Nexus Studios, Meta, and Headspace. Our goal was to design a compelling sound universe that spoke directly to teenagers and young adults, offering a fresh and engaging approach to meditation.\n\nCLIENT:\n\nHeadspace \u2014 Renowned for its modern and accessible approach to mindfulness and meditation.\n\nPARTNERS:\n\nNexus Studios \u2014 Visionary creators of interactive and immersive experiences.\n\nMeta \u2014 Pioneers in cutting edge XR technology and immersive environments.\n\nCHALLENGE:\n\nThe challenge was multifaceted. We needed to develop interactive music and sound worlds that resonated with the Gen Z demographic, known for their unique tastes and preferences. In doing so we were keen to avoid overused New Age sound tropes, striving instead for a contemporary, relatable sound and experience.This enhanced the immersive nature of the XR environment, seamlessly integrating with Nexus Studios\u2019 visuals and Meta\u2019s XR technology.\n{image 4}\n\n\n\n\n\n\tAPPROACH:\n1. Research and Development:\nWe conducted extensive research into Gen Z\u2019s auditory preferences and trends. This involved analysing popular music, soundscapes, and interactive experiences to understand what resonates with this audience.\n2. Collaboration:\nWorking closely with Nexus Studios and Meta, we integrated their visual and technological insights with our sound design. Regular brainstorming sessions and iterative feedback loops ensured that our sound universe was harmoniously aligned with the visual elements and user interface.\n3. Sound Design and Interactive Music:\nWe composed a dynamic soundscape that evolved based on user interactions, ensuring a personalised and engaging experience. Contemporary Soundscapes: We incorporated elements from various genres and modern sound design techniques which included ambient electronic sounds, minimalistic beats, and unexpected auditory cues that kept users intrigued. Emotional Resonance: We designed the soundscapes to evoke a range of emotions, from calmn and relaxation to focus and energy, depending on the meditation experience.\n4. User Testing:We conducted rounds of user testing with client and participants to refine our sound design. Feedback was meticulously analysed and used to make adjustments that enhanced user satisfaction and engagement.\n\n{image 6}\n\n\tRESULTS:\nThe Headspace XR project successfully launched, receiving positive feedback for its innovative sound design and immersive experience.\nThe interactive soundscapes kept users engaged and motivated, leading to increased app usage and longer meditation sessions.\nRECEPTION:Users appreciated the contemporary approach to meditation, with many highlighting the freshness and relatability of the sound design.\n\nHeadspace, Nexus Studios, and Meta commended Brain Audio for our creativity and commitment. The project was praised for breaking away from traditional meditation soundscapes and resonating deeply with the Gen Z audience.\n\n\u201cI absolutely ADORE what you guys did for Headspace, it\u2019s iconic!\u201d\u2014 Sarah Arruda \/\/ Executive Producer, Strategic Innovation Partnerships \/\/ Nexus Studios\n\n{image 7}\n\n\n","content_partial_html":"SPATIAL AUDIO \/\/ UNITY DEVELOPMENT \/\/ GENERATIVE SOUND DESIGN \/\/ ORIGINAL MUSIC \/\/ FINAL MIX \/\/ FMOD \/\/ SPATIAL AUDIO \/\/ UNITY DEVELOPMENT \/\/ GENERATIVE SOUND DESIGN \/\/ ORIGINAL MUSIC \/\/ FINAL MIX \/\/ FMOD \/\/ SPATIAL AUDIO \/\/ UNITY DEVELOPMENT \/\/ GENERATIVE SOUND DESIGN \/\/ ORIGINAL MUSIC \/\/ FINAL MIX \/\/ FMOD \/\/ SPATIAL AUDIO \/\/ UNITY DEVELOPMENT \/\/ GENERATIVE SOUND DESIGN \/\/ ORIGINAL MUSIC \/\/ FINAL MIX \/\/ FMOD \/\/ SPATIAL AUDIO \/\/ UNITY DEVELOPMENT \/\/ GENERATIVE SOUND DESIGN \/\/ ORIGINAL MUSIC \/\/ FINAL MIX \/\/ FMOD \/\/ SPATIAL AUDIO \/\/ UNITY DEVELOPMENT \/\/ GENERATIVE SOUND DESIGN \/\/ ORIGINAL MUSIC \/\/ FINAL MIX \/\/ FMOD \/\/ SPATIAL AUDIO \/\/ UNITY DEVELOPMENT \/\/ GENERATIVE SOUND DESIGN \/\/ ORIGINAL MUSIC \/\/ FINAL MIX \/\/ FMOD \/\/ SPATIAL AUDIO \/\/ UNITY DEVELOPMENT \/\/ GENERATIVE SOUND DESIGN \/\/ ORIGINAL MUSIC \/\/ FINAL MIX \/\/ FMOD \/\/ \n\tCrafting the Sound Universe for Headspace XR\n\nBrain Audio was tasked with creating an immersive auditory experience for the Meta Quest Headspace XR app developed in collaboration with Nexus Studios, Meta, and Headspace. Our goal was to design a compelling sound universe that spoke directly to teenagers and young adults, offering a fresh and engaging approach to meditation.\n\nCLIENT:\n\nHeadspace \u2014 Renowned for its modern and accessible approach to mindfulness and meditation.\n\nPARTNERS:\n\nNexus Studios \u2014 Visionary creators of interactive and immersive experiences.\n\nMeta \u2014 Pioneers in cutting edge XR technology and immersive environments.\n\nCHALLENGE:\n\nThe challenge was multifaceted. We needed to develop interactive music and sound worlds that resonated with the Gen Z demographic, known for their unique tastes and preferences. In doing so we were keen to avoid overused New Age sound tropes, striving instead for a contemporary, relatable sound and experience.This enhanced the immersive nature of the XR environment, seamlessly integrating with Nexus Studios\u2019 visuals and Meta\u2019s XR technology.\n\n\n\n\n\n\n\tAPPROACH:\n1. Research and Development:\nWe conducted extensive research into Gen Z\u2019s auditory preferences and trends. This involved analysing popular music, soundscapes, and interactive experiences to understand what resonates with this audience.\n2. Collaboration:\nWorking closely with Nexus Studios and Meta, we integrated their visual and technological insights with our sound design. Regular brainstorming sessions and iterative feedback loops ensured that our sound universe was harmoniously aligned with the visual elements and user interface.\n3. Sound Design and Interactive Music:\nWe composed a dynamic soundscape that evolved based on user interactions, ensuring a personalised and engaging experience. Contemporary Soundscapes: We incorporated elements from various genres and modern sound design techniques which included ambient electronic sounds, minimalistic beats, and unexpected auditory cues that kept users intrigued. Emotional Resonance: We designed the soundscapes to evoke a range of emotions, from calmn and relaxation to focus and energy, depending on the meditation experience.\n4. User Testing:We conducted rounds of user testing with client and participants to refine our sound design. Feedback was meticulously analysed and used to make adjustments that enhanced user satisfaction and engagement.\n\n\n\n\tRESULTS:\nThe Headspace XR project successfully launched, receiving positive feedback for its innovative sound design and immersive experience.\nThe interactive soundscapes kept users engaged and motivated, leading to increased app usage and longer meditation sessions.\nRECEPTION:Users appreciated the contemporary approach to meditation, with many highlighting the freshness and relatability of the sound design.\n\nHeadspace, Nexus Studios, and Meta commended Brain Audio for our creativity and commitment. 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Performed at the Old Sessions House, Clenrkenwell Green, Feb 2022. Also recorded live at Air Edel in Jan 2022. Score written for percussionists \/\/ Rosie Bergonzi, Catherine Ring, Louise Anna Duggan and Harriet Riley. Commissioned By \/\/ Hermes, Paris. \n\n\n\t\n\n\n\n\n\n\n\n\n\n\tThe set for this piece is like a big graphic score inhabited by dancers and percussionists.\nDancers manoeuvre arrays of various sized coloured discs, like living musical notation. \nThe percussionists play tightly choreographed music with corresponding coloured mallets.\n\n\n\n","content_no_html":"LIVE SCORE \/\/ PERCUSSION \/\/ ENSEMBLE RECORDING \/\/ LIVE SCORE \/\/ PERCUSSION \/\/ ENSEMBLE RECORDING \/\/ LIVE SCORE \/\/ PERCUSSION \/\/ ENSEMBLE RECORDING \/\/ LIVE SCORE \/\/ PERCUSSION \/\/ ENSEMBLE RECORDING \/\/ LIVE SCORE \/\/ PERCUSSION \/\/ ENSEMBLE RECORDING \/\/ LIVE SCORE \/\/ PERCUSSION \/\/ ENSEMBLE RECORDING \/\/ LIVE SCORE \/\/ PERCUSSION \/\/ ENSEMBLE RECORDING \/\/ LIVE SCORE \/\/ PERCUSSION \/\/ ENSEMBLE RECORDING \/\/ LIVE SCORE \/\/ PERCUSSION \/\/ ENSEMBLE RECORDING \/\/ \n\tGELATO BALLETO\nGeorgina Starr\n\n Live Score \/\/ Thomas Haines Live performance for 18 dancers and 4 percussionists. Performed at the Old Sessions House, Clenrkenwell Green, Feb 2022. Also recorded live at Air Edel in Jan 2022. Score written for percussionists \/\/ Rosie Bergonzi, Catherine Ring, Louise Anna Duggan and Harriet Riley. Commissioned By \/\/ Hermes, Paris. \n\n\n\t\n{image 5}\n{image 8}\n{image 6}\n{image 9}\n{image 7}\n\n\n\n\n\tThe set for this piece is like a big graphic score inhabited by dancers and percussionists.\nDancers manoeuvre arrays of various sized coloured discs, like living musical notation. \nThe percussionists play tightly choreographed music with corresponding coloured mallets.\n\n\n\n","content_partial_html":"LIVE SCORE \/\/ PERCUSSION \/\/ ENSEMBLE RECORDING \/\/ LIVE SCORE \/\/ PERCUSSION \/\/ ENSEMBLE RECORDING \/\/ LIVE SCORE \/\/ PERCUSSION \/\/ ENSEMBLE RECORDING \/\/ LIVE SCORE \/\/ PERCUSSION \/\/ ENSEMBLE RECORDING \/\/ LIVE SCORE \/\/ PERCUSSION \/\/ ENSEMBLE RECORDING \/\/ LIVE SCORE \/\/ PERCUSSION \/\/ ENSEMBLE RECORDING \/\/ LIVE SCORE \/\/ PERCUSSION \/\/ ENSEMBLE RECORDING \/\/ LIVE SCORE \/\/ PERCUSSION \/\/ ENSEMBLE RECORDING \/\/ LIVE SCORE \/\/ PERCUSSION \/\/ ENSEMBLE RECORDING \/\/ \n\tGELATO BALLETO\nGeorgina Starr\n\n Live Score \/\/ Thomas Haines Live performance for 18 dancers and 4 percussionists. Performed at the Old Sessions House, Clenrkenwell Green, Feb 2022. Also recorded live at Air Edel in Jan 2022. Score written for percussionists \/\/ Rosie Bergonzi, Catherine Ring, Louise Anna Duggan and Harriet Riley. 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We worked with 8 different voice artists to produce multilingual AI character - Sam.\n\t\n\n\tSound Design \/\/ Chris Branch & Laura Selby\n\nDirector \/\/ Felix Massey\n\nProducer \/\/ Nexus Studios\n\n\n","thumb":"118187399","thumb_meta":{"thumbnail_crop":{"percentWidth":"100","marginLeft":0,"marginTop":0,"imageModel":{"id":118187399,"project_id":21227905,"image_ref":"{image 1}","name":"Davos-AI2.png","hash":"00f5687eaeb081deff21edceb0019879756790be34a1de6643feb4d90b84119b","width":1156,"height":645,"sort":0,"exclude_from_backdrop":false,"date_added":"1623857891"},"stored":{"ratio":55.795847750865,"crop_ratio":"1x1"},"cropManuallySet":false}},"thumb_is_visible":true,"sort":97,"index":4,"set_id":20395639,"page_options":{"using_local_css":false,"local_css":"[local-style=\"21227905\"] .container_width {\n\twidth: 100% \/*!variable_defaults*\/;\n}\n\n[local-style=\"21227905\"] body {\n}\n\n[local-style=\"21227905\"] .backdrop {\n}\n\n[local-style=\"21227905\"] .page 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  • [H2] VOICE RECORDING // VOICE RECORDING //  VOICE RECORDING // VOICE RECORDING // VOICE RECORDING // VOICE RECORDING // VOICE RECORDING BRANDED CONTENT // BRANDED CONTENT // BRANDED CONTENT //BRANDED CONTENT // BRANDED CONTENT // BRANDED CONTENT // BRANDED CONTENT DOLBY ATMOS MIXING // DOLBY ATMOS MIXING // DOLBY ATMOS MIXING // DOLBY ATMOS MIXING // DOLBY ATMOS MIXING // DOLBY ATMOS MIXING MUSIC + SCORING // MUSIC + SCORING // MUSIC + SCORING // MUSIC + SCORING // MUSIC + SCORING // MUSIC + SCORING // MUSIC + SCORING // MUSIC + SCORING XR SOUND // XR SOUND // XR SOUND // XR SOUND // XR SOUND // XR SOUND // XR SOUND // XR SOUND // XR SOUND // XR SOUND // XR SOUND // XR SOUND
  • [H2] ABOUT // ABOUT // ABOUT // ABOUT // ABOUT // ABOUT // ABOUT // ABOUT // ABOUT // ABOUT // ABOUT // ABOUT // ABOUT // ABOUT // ABOUT // ABOUT // ABOUT
  • [H2]

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Texte d'ancre Type Juice
{{title}} Interne Passing Juice
- Externe Passing Juice
- Interne Passing Juice
TV + FILM AUDIO POST Interne Passing Juice
PODCAST AUDIO POST Interne Passing Juice
VOICE RECORDING Interne Passing Juice
BRANDED CONTENT Interne Passing Juice
DOLBY ATMOS MIXING Interne Passing Juice
MUSIC + SCORING Interne Passing Juice
XR SOUND Interne Passing Juice

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sound music post stories hire make moving audio atmos dolby

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Mot-clef Contenu Titre Mots-clefs Description Niveaux de titre
sound 21
music 17
atmos 15
audio 12
dolby 11

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