I’m interested in analyzing the sound of Virtual Worlds (VW). VW include the entire scope of interactions we have in virtual environments, which would include gaming, social networks, e-learning, and Zoom meetings.
The project stemmed from an idea that plagues me every time, I log in to play a multiplayer game or browse TikTok: why would anyone want to do anything else? What is it that draws (drags?) us in so completely when playing a game online or compels us to infinitely scroll? The immediate effect of these VW is the all-encompassing sound design that gets its claws in us using a diverse, multifaceted system of feedback audio, human voices, in-game elements, and sound tracking.
Hypothesis:
The sound levels of these VW is caustic, transgressive, overblown, on the border of intelligibility, and break the rules of radio broadcasting standards but yet we are entranced and astounded. Why do we run away from disorder and chaotic scenarios in real life but embrace them, indeed are drawn to them in VW? It may be necessary to add a second visual element analysis to my project, because as an addendum to this principle point I propose that truly novel visual scenarios (games) or amateur video (TikTok) avoid charges of caustic and offensive sound. My guess is that we become a sleuth and play an active role in figuring out what exactly is going on.
Alright, now to cool this prose down a bit. I would have to do some research into sound design in VW, with a focus on how human voices through a microphone are factored in. I’d also have to look a bit into how of sounds attract or repel attention. Ultimately I’m looking to hopefully pin on the sound levels and sound quality of these VW as offending broadcasting standard of loudness and incomprehensibility, but strangely attracting or compelling us..
Methods:
Using Audacity to record “system audio” I will gather Wav files from different game sessions (Apex Legends, Black Ops, maybe Roblox, etc…) maybe 15 minutes at a time. and then importing them into Ableton. For tiktok videos, I’ll grab them from the browser and recording with Audacity. The program to analyze the sound is a plug in from IZotope called Insight 2 that works in Ableton. Here’s what the dashboard looks like.

There are 4 circled areas each designating a different mode of analysis.
There are two which are intuitive and I aim to utilize them, at least in the beginning. The “Loudness” area in the top left has a dropdown which designates different broadcasting standards and allows the user to see in real-time when sound levels offend those levels. In the bottom left “Sound Field” is something I would be interested in seeing if certain VW tend to fall to the left or right field. This would be a secondary investigation to the first, but it might reveal something interesting. There are bunch of ways to analyze sound including using a spectrogram, but I have yet to learn more about them

An initial experiment I’d like to conduct is “how much time in the red” does a sound sample last for? This would give allow us to see how long it disobeys loudness broadcast level standards.
Another experiment would be to measure “quality” and the distortion levels, I don’t think this should be too hard to get out of the analyzer.








