XR Labs
As Technical Sound Designer I built the weapon audio system and tuned Steam Audio spatialisation in the headset.
Watch XR Labs’ video (0:45) The video is XR Labs’ public footage and does not include my production audio.
At XR Labs Belgium I worked on the audio of selected Unity VR training simulations used by police, military and customs services.
February to June 2026, Brussels. Unity, Steam Audio, Perforce.
Each shot in my weapon audio system blends a near and a far layer, and Steam Audio gives it direction, occlusion behind walls and indirect paths through doorways. I also designed the Taser T10 sounds from layered library recordings.
The video and the stills are public footage that XR Labs published on YouTube . Client scenarios, production audio, code and internal settings are not shown.
One shot, four positions
The spatialisation had to let a trainee locate a gunshot by ear and hear when a wall stood in the way.
Close by
Seen from above, the figures in the building stand a few steps apart. At this distance the near layer carries the detail of a shot, and Steam Audio gives it a direction the trainee can turn towards.
Behind a wall
The wall blocks the direct path, and occlusion lowers the direct sound. The trainee can hear that the shooter is behind the wall.
Through a doorway
The wall still blocks the direct path, but the indirect path carries the shot to the trainee through the open doorway.
Across the yard
Further from the shooter, the near layer fades and the far layer takes over.