February – June 2026 · XR Labs Belgium
XR Labs
Audio systems for VR and AR training simulations for police, military and customs services, built in Unity.
At XR Labs Belgium I designed and implemented audio for selected simulations. I used spatialisation, occlusion and distance layers so trainees could locate a source, hear when a wall blocked it and judge how far away a weapon shot was.
Technical Sound Designer · Unity · Steam Audio · Perforce
Concept diagrams
How trainees hear direction, walls and distance
These recreated diagrams show the two systems without using production code or internal settings.
01
Direction and indirect paths between rooms
I kept sources fixed in the virtual room and used Steam Audio for direction, occlusion and indirect paths when a wall blocked the direct route.
02
Near and far layers across distance
Each shot blends near and far layers. As the listener moves away, close detail fades while the distance layer takes over.
Public footage
The VR training context
This public XR Labs clip shows the facility and several trainees using it together. It is not a demo of my production audio.
Confidentiality Client scenarios, internal settings and operational training content are not shown.