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Faculty  of  Environment  and  Technology  
Computer  Science  and  Creative  Technologies  
Audio  and  Music  Technology    
Final  Year  Project  
13011699  
2016  
__________________________________________________  
INTERACTIVE  MEDIA  CONTROL  VIA  
EXTERNAL  INTERFACING
BY  JACOB  HEALEY
__________________________________________________  
  
  
  
  
  
  
  
  
  
  
  
  
  
  
  
Summary  
This  project  assesses  and  investigates  the  principles  and  processes  involved  in  creating  
high  quality  interactive  audio  drama  from  the  ground  up,  including  the  creation  of  an  
emotionally  and  sonically  engaging  script  and  plot  line,  the  capture  and  post  processing  of  
professional  broadcast  standard  audio  components  such  as  dialogue,  effects  and  
ambiences  and  the  manipulation  and  handling  of  the  resulting  audio  to  achieve  immersive  
interaction.    
  
This  report  also  documents  the  creative  process  undertaken  in  forming  a  fully  immersive  
artefact  in  the  form  of  an  audio  drama,  from  the  justification  for  linguistic  and  lexical  features  
to  generate  emotional  standing  and  challenge,  to  the  physical  arrangement  and  processing  
of  audio  to  create  dramatic  effect;;  and  explains  the  thoughts  and  inspiration  behind  the  
chosen  plot  and  characters  and  their  given  roles.  
  
Specific  areas  of  research  include  the  origins  of  radio  drama  and  its  progression  to  the  21st
  
century,  the  qualitative  and  quantitative  descriptions  of  the  world  soundscape  in  general  and  
the  investigation  of  commercially  available  products  of  similar  nature  and  potential.  The  
project  then  focuses  on  the  adaptation  of  the  discovered  techniques  and  principles  into  an  
iOS  application  formed  of  Objective  C/C++  code  integrated  with  the  FMOD  API.  
Acknowledgements  
I  would  like  to  sincerely  thank  my  supervisor  Martyn  Harries  for  his  wealth  of  support,  
guidance  and  knowledge  given  through  this  process  and  my  studies.  
  
I  would  also  like  to  dearly  thank  everyone  who  has  contributed  to  the  production  of  the  audio  
drama  and  application,  including  Adam  Austin,  Bethan  Thomas,  Pete  Haddrell,  Richard  
Jones,  George  Demner,  Jamie  Morris,  Josh  Pardoe  and  Angus  Burgess,  for  their  co-­
operation  and  availability  during  intense  periods.  
  
Finally,  I  would  like  to  thank  my  closest  family,  Mum,  Dad  and  Joe  for  their  unending  and  
limitless  support  throughout  the  length  of  my  studies  and  particularly  in  the  closing  months.  
Lastly,  but  not  least,  my  amazing  girlfriend  Georgia  for  accommodating  my  stress  and  
putting  up  with  me  during  this  final  year.
Table  of  Contents  
1.  Abstract  .................................................................................................  1	
  
2.  Introduction  ...........................................................................................  2	
  
3.  Background  Research  .........................................................................  3	
  
3.1  An  Exploration  of  Radio  Drama  ...............................................................  3	
  
3.1.1  The  History  of  Radio  Drama  .......................................................................  3	
  
3.1.2  Construction  of  Radio  Drama  .....................................................................  4	
  
3.1.3  Capturing  Audio  for  Drama  .........................................................................  6	
  
3.2  The  Soundscape;;  Acoustic  Ecology  in  Media  .......................................  7	
  
3.2.1  The  Quality  of  the  Soundscape  ..................................................................  7	
  
3.2.2  Constituents  of  the  Audible  World  ..............................................................  8	
  
3.2.3  Immersion  and  Envelopment  Qualities  .....................................................  10	
  
3.3  Existing  Materials  ...................................................................................  13	
  
3.3.1  Object-­Based  Audio  ..................................................................................  13	
  
3.3.2  The  ‘39’  Project  (Platthaus  &  Fell)  ............................................................  15	
  
4.  The  Investigation  ................................................................................  17	
  
4.1  Background  .............................................................................................  17	
  
4.2  Work  Flow  ................................................................................................  17	
  
4.3  Creative  Process  .....................................................................................  19	
  
4.3.1  Plot  ............................................................................................................  19	
  
4.3.2  Character  ..................................................................................................  20	
  
5.  Recording  and  Post  Processing  .......................................................  21	
  
5.1  Background  .............................................................................................  21	
  
5.2  Components  ............................................................................................  21	
  
5.2.1  Atmospheres  .............................................................................................  21	
  
5.2.2  Dialogue  ....................................................................................................  23	
  
5.2.3  Foley  &  Spot  Effects  .................................................................................  25	
  
5.3  Binaural  Versus  Stereo  ..........................................................................  26	
  
6.  Interactivity  and  Application  Development  ......................................  26	
  
6.1  Background  .............................................................................................  26	
  
6.2  Interactivity  ..............................................................................................  26	
  
6.3  Prototyping  ..............................................................................................  27	
  
6.4  Wireframing  .............................................................................................  31	
  
6.5  Application  Design  .................................................................................  33	
  
7.  Conclusion  ..........................................................................................  37	
  
8.  References  ..........................................................................................  39	
  
9.  Appendices  ............................................................................................  I	
  
Appendix  A:  Project  Proposal  ...............................................................................  I	
  
Appendix  B:  Progress  Report  ...........................................................................  VIII	
  
Appendix  C:  Gantt  Charts  ...................................................................................  XI	
  
Appendix  D:  Audio  and  Image  Sources  .............................................................  XV	
  
  
  1  
1.  Abstract  
David  Mamet  declares  “Radio  Drama  can  be  produced  by  anybody  with  a  microphone  
and  a  tape-­recorder”  (1986).  This  project  takes  the  form  of  a  generalised  approach  to  
the  creation  and  analysis  of  radio  drama,  adapting  for  drama,  techniques  and  
terminology  coined  by  Schafer  and  Truax  in  their  founding  of  acoustic  ecology.  
Furthermore,  explores  the  factors  involved  in  creating  convincing  sonic  landscapes,  
credible  audio  drama  (from  the  script  through  to  post  processing)  and  control  using  
suitable  interfacing,  evaluating  the  concepts  involved  and  abilities  of  innovative  audio  
formats  such  as  object-­based  broadcast.  
  
  
  
  
  
  
  
  
  
  
  
  
  
  
  
  
  
  
  
  
  
  
  
  2  
2.  Introduction  
What  we  perceive  as  the  audible  world  is  an  amalgamation  of  certain  quantifiable  
constituents.  This  project  aims  to  investigate,  dissect  and  evaluate  these  qualities  and  
recreate  and  present  them  in  the  form  of  critically  analysed  audio  drama.  Exploring  
areas  from  binaural  recording  and  mixing,  to  the  principles  involved  in  generating  
soundscapes  personal  to  the  listener.  In  recent  times,  radio  drama  has  seen  a  revival  
thanks  to  interesting  use  of  technology  and  formats  such  as  multichannel  and  object-­
based  audio  “with  affordable  digital  production  tools  and  the  inexpensive  distribution  of  
podcasts  over  the  internet”  (Bottomley,  2015),  this  project  also  attempts  to  utilise  some  
of  these  methods  to  create  immersive  audio  drama  with  interactive  qualities  for  the  user  
to  control  the  media  pace.
The  major  aims  for  the  project  include  creating  credible  audio  drama,  controlling  
elements  of  it  in  an  intuitive  manner  and  exploring  techniques  to  improve  the  produced  
immersion  and  authenticity.
Breaking  the  process  down  to  manageable  objectives,  the  main  components  are  as  
follows:
-­   Create  a  suitable,  topical  and  engaging  script.  
-­   Research  and  determine  what  it  takes  to  create  credible  audio  drama.  
-­   Research  what  an  effective  and  realistic  soundscape  requires  (ambience,  
effects,  direction,  context).  
-­   Employ  a  range  of  professional  recording  techniques  as  well  as  more  unusual  
practices  to  achieve  differing  effects.  
-­   Weigh  up  the  advantages  and  disadvantages  of  different  external  interfacing  
options.  
-­   Gain  insight  and  knowledge  into  the  restrictions  and  applications  of  iOS  
interfacing,  Max/MSP  and  FMOD  Studio.  
-­   Create  balanced  and  optimised  systems  (within  Max/MSP,  FMOD  or  Xcode  
depending  on  research).  
-­   Create  a  user  friendly  and  ergonomic  UI  arrived  at  through  research  of  existing  
materials.  
-­   Carry  out  bug  fixing  and  optimisation  sessions  to  improve  fluidity  of  the  system  
and  device.  
  3  
3.  Background  Research  
3.1  An  Exploration  of  Radio  Drama  
3.1.1  The  History  of  Radio  Drama  
Radio  drama  has  been  a  popular  form  of  entertainment  from  as  early  as  the  1920’s.  At  
the  beginning  of  the  20th  century  radio  was  predominantly  utilised  for  advertising,  
whereas  the  BBC,  founded  in  1922,  saw  it  as  a  medium  through  which  to  educate,  
inform  and  entertain.  “Radio  drama  was  born  in  1927,  when  networks  began  adapting  
short  stories,  and  even  writing  original  scripts,  for  broadcast”  (balancepublishing.co.uk,  
1998).  In  the  same  way  that  people  are  invested  in  television  series’  nowadays,  up  until  
the  50’s  and  before  the  advent  of  television,  this  was  very  much  the  case  with  radio.
It  is  believed  that  radio  drama  was  first  invented  in  America,  with  reports  suggesting  
that  this  was  the  location  of  the  first  English  speaking  play.  In  1923,  Richard  Hughes  
was  commissioned  by  the  BBC  to  write  the  first  drama  for  radio,  which  he  called  ‘A  
Comedy  of  Danger’.  This  is  credited  with  being  the  first  account  of  drama  written  for  the  
sole  objective  of  being  broadcast  via  radio.  ”In  the  early  1940's,  radio  programmes  
reflected  America's  involvement  in  World  War  II.  During  this  time,  evening  dramatic  
programs  exploded  in  number”  (balancepublishing.co.uk,  1998).  This  trend  resulted  
from  the  amount  of  war  talk  aired,  as  people  wanted  something  different  to  occupy  their  
minds.  “The  forms  that  offered  the  most  escape  were  comedy-­variety,  comedy  drama,  
and  thriller  drama”  (balancepublishing.co.uk,  1998).
At  the  turning  of  the  50’s,  colour  television  was  invented  which  provided  a  whole  new  
and  more  visual  way  to  be  entertained,  although  initially  with  slow  uptake.  This  
ultimately  proved  unhealthy  for  the  radio  drama  scene  and  hence  ended  the  golden  age  
of  radio.  “Many  of  the  successful  radio  series  went  directly  to  television.  Gunsmoke,  an  
extremely  successful  western  drama,  was  one  among  several  that  could  be  heard  on  
radio  and  seen  on  TV”  (balancepublishing.co.uk,  1998).  
The  Archers  is  arguably  the  most  famous  and  undeniably  the  longest  standing  British  
radio  drama  in  history,  with  its  inception  dating  back  to  1951.  Its  longevity  proving  that  
radio  drama  is  and  has  always  been  a  valid,  engaging  form  of  entertainment.  The  
Archers  “was  first  broadcast  as  a  trial  programme  on  the  Midlands  Home  Service  to  
promote  good  agricultural  practice”  (BBC,  2013).
  4  
“It  is  true  that  television  has  decimated  the  audience  for  radio  drama.  But  it  latter  
continues  to  be  an  interesting,  if  insufficiently  regarded  and  remunerated,  form  of  
playwriting”  (Brandt,  2002).  Despite  radio  drama’s  stint  of  reduced  demand  for  around  
four  to  five  decades;;  modern  times  have  seen  a  resurgence  in  the  popularity  of  audio  
drama  due  to  the  instant  availability  of  media  through  the  internet.  Moving  away  from  
the  radio  domain  and  into  the  digital,  this  trend  is  not  likely  to  diminish  in  the  near  future  
and  never  has  David  Mamet  been  more  accurate  than  now  in  saying  that  “the  time  is  
auspicious  for  rebirth  of  American  Theatre,  and  radio  could  be  a  good  place  for  it  to  
happen”  (1986).  
3.1.2  Construction  of  Radio  Drama  
“In  a  radio  play,  the  listener  creates  his  own  “Sound  world”,  and  if  this  is  effective,  the  
play  will  have  been  a  success”  (Sawaguchi,  M.  et  al.  1987).  In  essence,  in  order  to  
create  credible  radio  drama,  the  listener  needs  to  be  provided  with  sufficient  information  
such  that  they  can  form  their  very  own  ‘sound  world’.  “They  should  be  given  enough  
ideas  to  work  on  but  never  so  many  that  they  become  restricted  or  confused.”  (BBC,  
1981).
This  is  not  limited  merely  to  the  sonic  character  of  the  media,  but  also  the  descriptive.  
This  includes:  a  solid  plot  line  in  which  there  is  a  flow  and  direction;;  believable  
characters  with  whom  the  listener  can  empathise,  sympathise  and  emotionally  engage  
with  and  comprehendible  settings  with  which  the  listener  can  relate;;  all  of  which  are  
convincingly  projected.
In  structuring  radio  drama,  the  beginning  is  considered  the  most  important  section  as  
this  sets  the  benchmark  for  the  subsequent  scenes  and  more  often  than  not,  
determines  whether  the  audience  will  continue  to  listen.  “An  important  consideration  in  
crafting  your  opening  scene  is  to  begin  thinking  about  and  crafting  the  end”  (Bates,  
2010).  A  method  like  this  will  help  in  ensuring  the  plot  is  not  lost  along  the  way,  it  helps  
to  focus  character’s  intentions  and  motivations.
There  are  principally  two  ways  of  scripting  for  drama;;  the  first  being  ‘heightened’  
dialogue.  “Heightened  language  is  the  language  of  the  theatre;;  high  octane,  poetic,  
philosophical,  charged”  (Crook,  2015).  The  other  form  is  naturalistic,  which  is  more  
focussed  on  replicating  conversational  dialogue  than  dramatic.  “There  is  now  a  
tendency  for  more  naturalism.  Radio  producers  like  to  go  out  on  location  and  explore  
  5  
realism”  (irdp.co.uk,  2015).  Naturalistic  speech  needs  to  be  accompanied  by  naturalistic  
environments  such  that  the  dialogue  has  a  fitting  surrounding,  hence  it  is  important  that  
the  two  aspects  complement  each  other  suitably.
Tim  Crook  explains  in  his  “ground  rules”  (2015);;  “background  and  sub-­text  of  previous  
histories  is  better  explored  through  revelation  in  dramatic  action”,  in  other  words,  it  is  
important  to  not  reveal  too  much  plot  too  early  on,  and  rather  leave  it  to  be  explained  by  
the  interactions,  scripting  and  language  of  the  characters.  Crook  goes  on  to  explain  
“There  has  to  be  an  emotional,  financial,  human,  moral,  physical  struggle  so  your  
listeners  can  laugh  or  cry”  (irdp.co.uk,  2015).  There  need  to  be  obstacles  for  the  
protagonist  to  overcome,  which  are  ultimately  resolved  to  reward  the  listener  with  a  
sense  of  fulfilment.  Alternatively,  in  different  genres  such  as  horror  or  thriller,  it  may  be  
advantageous  to  leave  the  listener  deliberately  distressed  or  confused.
“Crook's  golden  rule  is  that  every  word,  every  line,  every  scene  must  serve  a  dramatic  
purpose  in  terms  of  characterisation  and  plot  development”  (irdp.co.uk,  2015).  The  only  
thing  that  determines  how  characters  are  portrayed  to  the  listener,  aside  from  the  
quality  of  the  acting,  is  the  dialogue.  Dialogue  forms  the  basis  on  which  the  story  is  
propagated,  without  convincing  and  intriguing  interaction  between  characters,  there  is  
no  direction  within  the  play  and  the  listener  will  disengage.
Another  of  the  most  important  aspects  of  drama  is  character;;  they  must  be  relatable  
and  enjoyable  yet  flawed  in  some  way.  “Your  main  character  must  have  the  sympathy  
of  the  audience”  (Crook,  2015).  This  is  necessary  to  give  the  listener  something  to  
fixate  upon  and  urge  to  succeed.  Along  with  a  strong  main  character,  there  must  be  
accompanying  supporting  characters;;  friends,  interests  or  antagonists,  without  which  
there  is  no  objective  for  the  main  character.
Accompanying  characters  should  also  have  depth  of  their  own,  there  are  a  number  of  
techniques  useful  for  doing  this.  Crook  explains  (2015)  one  method  for  helping  
characters  stand  out,  which  is  particularly  useful  in  drama  with  light  and  shade  -­  
emotional  depth  along  with  humorous  effect.  ”Keep  one  character  who  uses  humour  to  
deal  with  difficult  situations.  Make  sure  the  humour  is  verbal.”    
  
  
  
  6  
It  is  important  when  creating  the  character  however,  to  ensure  the  comedic  aspects  are  
tastefully  incorporated  “slapstick  belongs  to  a  different  type  of  play  or  entertainment”  
(Crook,  2015).  This  technique  is  just  one  example  of  a  method  to  employ  a  difference  in  
tact  between  the  characters,  engaging  the  listener  by  providing  different  personalities  
which  they  can  love  and  hate.
There  are  a  few  topics  that  are  relatively  unexplored  in  audio  drama,  specifically  the  
abstract  and  immaterial.  These  settings  usually  call  for  more  creative  use  of  effects  to  
generate  and  emulate  unnatural  environments.  For  example;;  “the  inner  existence”,  “the  
tension  and  conflict  between  interior  and  exterior”,  “internal  as  well  as  external  
changes”  and  “time  transposition  and  translocation.  Flashbacks,  flashforwards,  different  
ages”  (Crook,  2015).  Each  of  these  describe  the  inner  perspective  of  the  characters  as  
opposed  to  the  real  world  situations  they  find  themselves  in  and  assist  in  making  the  
linear  chronology  of  the  play  more  dynamic,  a  combination  of  both  inner  and  outer  
aspects  leads  to  a  diverse  and  engaging  drama,  largely  unfamiliar  to  the  listener.  
  
3.1.3  Capturing  Audio  for  Drama  
When  capturing  audio  for  drama,  there  are  a  number  of  factors  that  need  to  be  
considered,  the  first  of  which  is  the  nature  in  which  the  main  body  of  audio  is  recorded.  
The  most  common  method  is  in  a  studio  environment,  which  generally  promises  
controlled  conditions,  a  broad  selection  of  microphone  types,  audio  professionals  
present  and  actors  more  inspired  and  inclined  to  give  better  performances.  “The  
traditional  way  of  recording  a  radio  drama  involves  actors,  one  or  more  microphones,  
and  a  device  that’s  either  recording  the  dialogue  or  broadcasting  it  live”  (Greenhalgh,  
2011). This  is  usually  the  favoured  option,  as  the  recording  quality  is  also  likely  to  be  
higher  overall,  however  for  the  vast  majority  of  recordists  and  drama  enthusiasts,  a  
professional  recording  studio  is  an  unrealistic  resource,  hence  a  lot  of  modern  radio  
drama  is  created  in  ‘bedroom  studios’;;  as  explained  further  on.
Other  less  traditional  methods  are  favourable  in  different  circumstances,  such  as  to  
achieve  differing  sonic  quality  or  general  feel.  For  example,  to  achieve  higher  
authenticity,  recording  a  live  stage  performance  is  likely  to  warrant  a  greater  sense  of  
fluidity  and  naturalism  as  the  performers  interact  with  one  another  in  the  presence  of  an  
audience.    
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This  has  its  advantages  over  studio  recordings  as  the  play  is  more  likely  to  be  
performed  in  a  single  take  as  opposed  to  fragmented,  scene  by  scene.  Furthermore,  
there  is  likely  to  be  a  presence  of  content  that  could  potentially  be  unsuited  to  studio  
recordings,  such  as  audience  reaction  noise  and  chatter.  However,  complexity  arises  
from  this  technique  as  explained  by  Frederick  Greenhalgh;;  (Radiodramarevival.com,  
2011)  “you  need  to  account  for  a  variety  of  mics  (up  to  4  for  the  performers,  2  or  more  
for  sound  effects,  then  you’ve  got  live  music,  perhaps,  and  probably  a  computer  for  
supplementary  sound  effects”,  absolute  organisation  is  critical  to  success.
Another  method,  which  has  only  come  around  in  modern  times  is  the  idea  of  recording  
remotely.  With  amateurs  having  access  to  affordable  professional  standard  equipment  
such  as  digital  audio  workstations  and  reliable  recording  technology,  almost  anyone  can  
create  radio  drama,  almost  anywhere.  This  also  has  its  advantages  as  it  does  not  
require  the  physical  presence  of  each  actor,  hence  costs  are  reduced.  Additionally,  
there  is  more  freedom  to  choose  actors  preferentially,  and  they  could  feasibly  be  
anywhere  in  the  world.  However,  this  technique  does  come  with  the  issue  that  there  is  
no  physical  interaction  of  the  characters,  hence  the  resulting  performances  could  seem  
disjointed  and  unnatural.
  
3.2  The  Soundscape;;  Acoustic  Ecology  in  Media  
3.2.1  The  Quality  of  the  Soundscape  
The  audible  world  is  ever-­changing.  With  the  advent  of  new  and  noisy  technology,  the  
sonic  landscape  morphs  and  accommodates  as  it  needs,  creating  acoustic  
environments  previously  unheard;;  the  leading  argument  being  that  this  is  not  
necessarily  for  the  better.  Schafer  personally  summarises  (1977,  p.3)  that  “the  world  
soundscape  has  reached  an  apex  of  vulgarity”,  alluding  to  the  notion  that  civic  or  urban  
soundscapes  are  invalid  or  somehow  lesser.
In  considering  a  common  soundscape  such  as  a  busy  city  street,  this  would  be  deemed  
by  Schafer  a  “lo-­fi”  (low  fidelity)  soundscape  as  prevalent  throughout  is  likely  to  be  a  
wash  of  vehicle  noise  and  other  man-­made  partials,  leading  to  a  smearing  and  blurring  
of  noise;;  a  masking  of  lower  amplitudes  and  higher  frequencies.  Contrary  to  this,  a  “hi-­
fi”  soundscape  is  one  that  demonstrates  what  Schafer  terms  (1977,  p.4)  “clairaudience”;;  
the  ability  to  hear  frequencies  independently  of  each  other,  something  that  might  be  
experienced  in  a  rural  or  pastoral  setting,  where  there  is  less  of  an  overlap  of  partials.
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The  different  ‘qualities’  of  soundscape  are  fitting  for  media  in  that  they  are  each  
individually  specifically  environmental  and  significant  in  providing  the  listener  with  
valuable  situational  information.  Within  a  piece  of  audio  based  media,  the  only  
information  the  listener  receives  is  either  the  lingual  content  (be  it  news  headlines,  
dialogue,  narration  etc)  or  the  environmental.  Therefore,  it  is  important  that  the  
embodying  environment  is  true  to  life  and  reflects  the  exact  ‘timbre’  of  the  soundscape  it  
is  emulating. All  of  this  falls  under  the  blanket  term  “acoustic  colouration”  (Wrightson,  
1999),  which  can  be  used  to  describe  the  constituents  of  a  setting,  all  of  which  are  
important  for  an  individual  in  building  an  image  of  a  location,  purely  aurally.
When  attempting  to  emulate  or  synthesise  a  soundscape,  “aural  signposting”  is  a  useful  
tool  that  can  be  employed  to  instantly  give  the  impression  of  location.  For  example,  if  
the  intention  was  to  create  a  beach  soundscape;;  to  give  an  immediate  impression  of  
this  location,  the  sound  of  waves,  wind  and  seagulls  would  be  more  than  enough  of  a  
sonic  clue  to  drive  the  listener's  imagination,  however  this  must  be  implemented  in  a  
manner  that  is  not  overpowering  or  obvious.  “Presenting  the  signpost  is  often  a  task  
that  demands  clarity  above  subtlety  or  art.  It  must  be  immediately  'read'  by  the  listener”  
(Beck,  2016).  
3.2.2  Constituents  of  the  Audible  World  
While  Schafer  and  Truax  are  predominantly  credited  with  forming  the  basis  of  
understanding  and  categorisation  for  the  soundscape  relating  to  the  environment  and  
listener,  there  is  much  more  that  defines  what  an  individual  recognises  as  a  personal  
soundscape.  This  includes  all  the  things  that  are  exceptional  to  an  individual,  such  as  
the  voices,  people,  events  and  situations  encountered.
A  characteristic  of  external  soundscapes,  regardless  of  location,  is  weather.  Both  wind  
and  rain  are  fundamentally  noisy  occurrences,  and  in  much  the  same  way  as  traffic  or  
crowd  noise,  occupy  a  wide  frequency  band.  Natural  acoustical  phenomenon  such  as  
reverberations  and  echoes  also  create  similar  effects  to  that  of  weather  but  in  a  
reduced,  incidental  manner,  as  the  reflections  are  only  induced  after  a  sound  is  
provided.    
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A  soundscape  can  be  envisaged  to  have  what  is  called  by  Barry  Truax  (2001)  an  
“acoustic  horizon”.  “We  may  speak  of  the  acoustic  horizon  as  comprising  the  most  
distant  sounds  that  may  be  heard  in  a  soundscape”.  This  is  a  useful  consideration  as  it  
is  prevalent  in  almost  every  soundscape  that  there  is  ‘bleed’  from  unknown  and  alien  
sources,  hence  without  this  there  may  be  a  sense  of  a  falseness.
Figure  1:  The  acoustic  profiles  of  two  soundmarks,  the  pipe  band  and  the  church  bells,  
in  Dollar,  Scotland.  Adapted  from  Five  Village  Soundscapes,  R.M.  Schafer,  ed.,  
Vancouver,  British  Columbia,  A.R.C.  Publications,  1977)  
Figure  1  is  an  illustration  by  Schafer  (1977)  which  shows  the  relative  radiation  regions  
of  the  different  sound  sources.  It's  clear  from  the  image  that  at  certain  positions  in  the  
area,  different  intensities  of  each  sound  source  will  be  audible.  Two  people  at  different  
positions  within  the  acoustic  horizon  are  likely  to  have  two  different  impressions  of  the  
soundscape  of  this  particular  location.  
It’s  easy  in  sonic  landscapes  for  the  impression  to  be  affected  by  unsuited  content.  “If  
the  acoustic  horizon  of  a  community  includes  sounds  that  originate  outside  it,  they  act  
as  a  reminder  of  such  links  to  the  outside  world”  (Truax,  2001).  Therefore,  it  is  vital  in  
creating  or  emulating  certain  soundscapes  that  these  elements  are  as  reduced  as  
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possible  or  excluded  entirely,  for  example  if  the  media  involved  a  generic  city  street  
ambience,  which  is  deliberately  ambiguous  and  unspecific  in  its  location,  then  it  is  
necessary  to  take  care  in  avoiding  content  that  links  it  to  a  location  such  as  regional  or  
foreign  dialect.
  
3.2.3  Immersion  and  Envelopment  Qualities  
Rumsey,  Berg  and  Mason  (1999)  produced  a  method  of  describing  the  main  attributes  
of  subjective  sound.  Breaking  down  spatial  impression  in  to  two  key  areas;;  “source”  and  
“environment”.  Source  was  assigned  a  “position”  characteristic,  whereas  environment  
was  assigned  an  “envelopment”  characteristic.  The  two  types  of  sound  were  also  
assigned  “dimension”  and  “diffuseness”  attributes.    
  
The  term  ‘envelopment’  is  widely  used  in  the  field  of  spatial  audio  and  is  often  
construed  to  mean  different  things  in  different  academic  situations.  For  the  purposes  of  
this  project,  the  term  is  being  taken  to  describe  the  encompassing  nature  of  audio,  
concerning  individual  isolated  sounds,  and  broad  spectrum  sound  walls.  
“Each  sonic  image  relates  a  part  of  the  recorded  event  and  together  these  sounds  
compose  a  wrap-­around  soundstage  that  envelopes  the  listener”  (Anon,  2016).    
  
‘Immersion’  is  also  hotly  debated  amongst  practitioners  and  professionals,  yet  the  most  
common  description  is  that  of  systems  which  aim  to  enhance  or  replicate  a  sonic  picture  
in  as  close  detail  as  possible.  Immersion  can  also  be  aptly  applied  to  wider  practices,  
and  is  useful  in  describing  assets  which  determine  an  individual’s  connection  to  a  
medium;;  for  instance,  in  socially  engaging  material  such  as  a  television  programme,  the  
acting  standard,  plot  lines,  cinematography  and  stylistic  choices  all  affect  the  audiences  
ability  to  become  engrossed.  
  
Within  media,  both  immersive  and  enveloping  aspects  need  to  be  carefully  considered  
as  they  go  some  way  in  describing  the  two  main  incarnations  of  sound  (post  and  pre  
recording),  with  the  former  referring  more  to  the  destination  of  the  sound  (i.e.  the  
playback  system)  and  the  latter  applying  to  the  impression  and  evident  location  
portrayed  by  the  sound.  The  execution  of  each  of  these  qualities  determines  the  overall  
success  of  the  created  media.  “An  audio  system  should  reproduce  virtual  images  of  
each  recorded  sound  presenting  the  listener  with  its  apparent  source  location  in  a  three-­
dimensional  space”  (Anon,  2016).  
  
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Sound  quality  is  a  term  used  to  analyse  audio  comparatively  and  quantifiably.  Above  all,  
a  given  sound  article  should  retain  clarity  in  order  for  the  listener  to  favour  it.  As  a  
general  outlook,  Acousticfrontier.com  states  of  clarity  (2016):  “of  paramount  importance  
is  dialogue  intelligibility  in  movies,  but  one  must  be  able  to  understand  musical  lyrics,  
detect  quiet  background  details,  and  distinguish  the  timbre  of  each  instrument”.  More  
specifically,  clarity  refers  to  the  ability  of  the  audience  to  track  and  understand  sonic  
aspects,  not  restricted  to  specific  dialogues  or  instruments  for  example,  it  should  be  
easy  for  the  audience  to  pin-­point  and  centre  themselves  on  many  different  aspects  of  
the  scene.  
  
When  attempting  to  broadcast  a  balanced  recorded  or  synthesised  environment,  it’s  
important  that  clarity  is  maintained  as  discrepancies  instantly  cause  the  illusion  to  be  
broken.  “Proper  envelopment  requires  that  the  soundstage  be  seamless  left  to  right,  
without  interruption  by  holes  or  hot  spots  caused  by  speaker  level  imbalance  or  poor  
placement”  (Anon,  2016).  To  enhance  the  immersive  properties  of  a  system,  the  
predominant  method  is  to  provide  the  listener  with  sound  horizontally  and  vertically,  
“one  approach  is  to  surround  the  listener  with  a  huge  array  of  loudspeakers,  each  fed  
with  its  own  audio  channel”.  (Hirst,  2006).    
  
In  an  investigation  by  Power  et  al.  (2014),  different  listening  systems  playing  a  set  of  
ambisonic  recordings  were  tested  and  analysed  by  a  set  of  unbiased  users.  The  
objective  of  this  investigation  was  to  see  if  the  subjects  could  notice  audible  differences  
between  the  different  setups.  It  was  concluded  by  Rumsey  (2015)  “For  some  types  of  
audio  material,  particularly  where  there  is  obvious  overhead  content,  listeners  can  hear  
clear  differences  between  immersive  and  conventional  surround  mixes.  The  increase  in  
envelopment  though,  seems  relatively  marginal  compared  with  the  best  horizontal  
surround”.  Returning  to  the  ideas  of  clarity  and  focus,  it  is  apparent  from  the  
experiments  that  “localization  of  sound  objects  seems  to  be  improved  the  more  
speakers  are  added”  (Rumsey,  2015).  Therefore,  it  could  be  said  that  envelopment  is  
only  enhanced  to  relative  degrees,  in  that  large  systems  do  not  generally  help  the  
overall  impression  of  depth  and  width,  only  height  is  noticeable;;  however  the  isolation  of  
pin-­point  sound  objects  is  more  tangible  in  bigger  speaker  systems.  
  
  
  
  
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In  domestic  settings,  these  types  of  systems  are  not  a  realistic  expectation  as  a  large  
amount  of  audiences  do  not  have  the  means  to  achieve  them.  Hirst  also  goes  on  to  say  
(2006)  “this  is  not  a  practical  approach”  and  instead  “spatial  audio  systems  usually  rely  
on  other  methods  to  produce  ‘phantom  images’  which  are  sound  sources  that  emanate  
from  a  point  in  space  where  there  is  not  a  loudspeaker.”  Hence  it  is  commonplace  that  
audio  systems  remain  stereoscopic  due  to  ease  of  use  and  familiarity.  
  
Binaural  audio  is  an  extremely  convincing  technique  that  aims  to  replicate  the  exact  
sonic  impression  personal  to  a  listener.  “Standard  binaural  technology  involves  the  
encoding  of  a  source  signal  using  either  microphone  recording  or  convolution.  The  
encoded  signals  are  then  replayed  through  headphones  so  that  ideally  the  listener  can  
be  presented  with  the  same  ear  signals  as  if  they  were  actually  there”  (Hirst,  2006).  The  
benefit  of  binaural  recording  is  that  there  is  positional  information  that  is  just  entirely  
absent  in  standard  stereo;;  there  is  more  of  an  impression  of  depth  in  binaural  audio,  the  
resulting  recording  sounds  a  lot  less  ‘flat’  than  stereo.  “The  resulting  recorded  signals  
will  contain  cues  that  are  essential  to  human  spatial  hearing  (Interaural  time  and  level  
differences  and  head  related  transfer  functions)”  (Begault,  1991).  
  
As  a  result  of  the  specificity  and  individualism  of  binaural  audio,  there  are  drawbacks  to  
the  method.  Firstly,  the  audio  can  be  perceived  differently  by  different  people  due  to  the  
personal  nature  of  the  HRTFs  present  in  the  recording  stage,  as  everyone’s  heads  and  
ears  are  shaped  differently.  “The  realism  of  spatial  perception  in  binaural  reproduction  
can  be  variable.  This  is  mainly  due  to  variations  in  individual  pinna  shapes”  (Begault,  
1991).    
  
Secondly,  the  typical  reproduction  of  the  audio  content  is  ideally  through  headphones,  
in  order  to  give  as  close  to  the  exact  replication  of  the  soundscape  as  possible,  
playback  on  speaker  systems  does  not  provide  the  same  results  as  headphones.  
However,  “it  is  possible  to  replay  binaural  signals  over  loudspeakers;;  this  technology  is  
known  as  transaural  audio.  The  problem  that  transaural  reproduction  attempts  to  
overcome  is  that  when  binaural  signals  are  played  over  loudspeakers,  crosstalk  occurs”  
(Griesinger,  1989).  Crosstalk  is  an  artefact  of  stereo  playback,  where  one  audio  
channel  interferes  with  the  other  in  the  form  of  an  attenuated  and  slightly  delayed  
version  of  itself.  “Unlike  stereo  where  crosstalk  is  essential  to  the  process”  (Hirst,  2006).  
  
  
  13  
3.3  Existing  Materials  
3.3.1  Object-­Based  Audio  
In  recent  times,  there  has  been  call  for  the  delivery  of  audio  to  move  on  from  
multichannel  formats  (stereo,  5.1,  7.1  surround  etc.)  due  to  the  never  before  wide  
availability  of  media  at  the  push  of  a  button.  “The  term  ‘object-­based  media’  has  
become  commonly  used  to  describe  the  representation  of  media  content  by  a  set  of  
individual  assets  together  with  metadata  describing  their  relationships  and  associations”  
(Armstrong  et  al.,  2014).  This  delivery  format  sends  audio  information  encoded  along  
with  logistical  data  to  the  playback  system  which  then  builds  the  mix  and  outputs  it  to  
the  speaker  system.  
The  development  of  technology,  mobile  in  particular,  has  resulted  in  the  consumption  of  
media  to  change  drastically  in  recent  years.  “Today  the  number  of  different  devices  that  
can  be  used  to  consume  linear  content  (TV  and  Radio)  is  very  large”  (BBC  2015),  this  
means  that  listeners  are  using  an  ever-­growing  variety  of  technologies  to  experience  
media;;  ranging  from  smartphones  and  smart  TV’s  to  even  watches.
In  addition  to  playback  devices,  listening  devices  also  vary  vastly  nowadays.  The  field  is  
dominated  by  headphone  listeners  due  to  ease  of  use  and  affordable  cost.  “Thanks  to  
improved  mobile  technology  and  the  popularity  of  headphone  listening,  the  
environments  in  which  audiences  consume  linear  content  also  vary  widely”  (BBC,  
2015).  As  such,  it  is  important  that  broadcasters  cater  to  personal  device  choice,  by  
delivering  audio  that  is  customisable  and  can  be  manipulated  to  fit  the  chosen  device  or  
purpose  best.
The  BBC  describes  (2015)  four  ways  in  which  object-­based  broadcast  extends  and  
enhances  user  experience:
•   The  first  is  by  adapting  to  suit  the  particular  device  or  system.  “Someone  
viewing  content  on  a  mobile  phone  is  likely  to  want  a  different  version  of  the  
programme  to  someone  viewing  on  a  large  screen”.  With  object-­based  audio,  
the  mix  could  be  altered  to  work  better  on  the  user’s  system.  
•   Adapting  to  suit  the  user’s  environment.  One  example  being  “in  the  presence  of  
a  lot  of  background  noise  the  viewer  might  need  the  dialogue  to  be  louder  in  
the  mix.”  Something  that  is  largely  unachievable  in  multichannel  audio  yet  
quite  feasible  in  object-­based.  
  14  
•   Adapting  to  suit  the  person  specifically.  Purely  down  to  personal  preference,  an  
individual  may  prefer  a  different  balance  between  sonic  aspects,  such  as  thicker  
ambiences  or  louder  sound  effects.  “Or  perhaps  a  viewer  of  the  news  is  very  
interested  in  a  particular  sports  team.  An  object-­based  approach  could  allow  a  
viewer  to  have  the  programme  content  tailored  to  their  taste  or  mood”.  
•   Finally,  full  interaction.  The  BBC  likens  this  to  game  audio,  as  a  form  of  object-­
based  audio  that  has  been  around  for  many  years.  “In  order  to  interact  with  a  
computer  game  the  whole  experience  has  to  be  driven  by  mutable  data”.  
The  same  principles  apply  for  the  future  of  broadcast  where  each  aspect  of  a  
piece  of  media  could  be  interacted  with  and  manipulated.  
Figure  2:  Traditional  Broadcasting  Vs  Object-­Based  Broadcast  (Cox,  2015).
  15  
The  illustration  shown  in  figure  2  describes  the  ‘before  and  after’  of  media  broadcast  
and  highlights  the  key  differences  and  features  in  both  traditional  and  object-­based  
broadcasting.
The  capabilities  of  object-­based  systems  do  not  stop  at  audio;;  the  principles  also  
extend  to  fields  such  as  interfacing.  A  more  specific  example  is  in  web  development  
with  the  use  of  ‘responsive  design’,  where  each  user  is  given  the  same  data  however  it  
is  formatted  differently  on  their  device.  “The  same  information  is  provided  to  web  
viewers,  but  the  design  and  layout  is  adapted  in  response  to  device  the  viewer  is  using  
to  look  at  the  page”  (BBC,  2015).
  
3.3.2  The  ‘39’  Project  (Platthaus  &  Fell)  
The  ‘39’  Project  is  a  mobile  application  for  iOS  and  Android  designed  and  realised  by  Dr  
Isabel  Platthaus  and  Achim  Fell.  It  is  a  form  of  audio  drama  in  which  the  user  is  
immersed  through  interactive  and  audiovisual  means.  The  story  follows  a  singular  
protagonist  through  an  engaging  and  thrilling  plot  with  the  listener  in  the  ‘driving  seat’.
According  to  Isabel  Platthaus  (2015),  the  application  “works  on  the  principle  that  you  
(the  listener)  release  an  audio  clip  by  interacting”.  This  is  situational  and  is  used  to  
generate  and  drive  story  orientated  content,  be  it  in  response  to  a  character  or  
circumstance.  This  technique  is  useful  as  it  allows  the  player  to  control  the  pace  of  the  
audio  drama,  and  explore  the  outcome  at  their  own  discretion;;  however,  it  is  notable  
that  the  storyline  is  predetermined  and  not  defined  by  the  interaction.
The  most  prominent  feature  is  the  gamification  of  the  audio  and  visual  elements,  this  
constitutes  the  main  body  of  the  application  as  its’  primary  function  is  to  get  the  user  
more  involved  with  immersive  media  through  the  combination  of  3D  audio,  physical  
interaction  and  engaging  plotlines.  In  the  creation  of  the  application,  it  was  ensured  that  
the  game  elements  did  not  detract  from  or  make  inaccessible,  any  narrative  content.  
Meaning  it  is  not  necessary  for  the  user  to  consistently  interact  for  them  to  receive  a  
whole  and  fulfilled  experience;;  the  concept  of  user  interaction  merely  enhances  the  
playback,  rather  than  dictates  it.
  16  
One  method  through  which  the  ‘gameplay’  was  augmented  was  through  mini-­game  
type  instances,  in  which  the  user  would  complete  a  time  based  challenge  or  manipulate  
an  object  for  example,  in  order  to  access  deeper  narrative  and  denser  plot.  Achim  Fell  
explained  the  design  of  the  ‘wheel  of  thoughts’;;  a  circulating  object  that  when  spun  at  
specific  tempos,  unlocks  monologue  content  in  the  perspective  of  the  protagonist  -­  not  
vital  to  the  plot,  yet  adding  a  layer  of  subtext.
Paraphrasing  Fell  (2015),  “the  aim  was  interaction,  not  participation”.  In  other  words,  
the  importance  is  focussed  on  getting  the  user  involved,  yet  not  depending  on  the  user  
to  propagate  the  media  solely.  He  goes  on  to  say  that  “interactivity  can  also  disrupt  an  
immersion  to  a  story”,  therefore  it  is  important  to  consider  the  balance  at  which  the  
interaction  methods  are  implemented.  There  should  be  suitable  means  for  the  user  to  
experience  the  media  with  zero  interaction,  should  they  choose  it.  The  project  features  
this  in  that  a  linear  radio  play  version  is  also  available  for  those  who  prefer  to  passively  
experience  multimedia  rather  than  engage  personally.
The  experience  is  intensified  by  the  inclusion  of  audiovisual  techniques  as  means  for  
“another  form  of  immersion  into  the  story”.  Fell  declares  that  “we  try  to  give  the  visuals  a  
kind  of  gap,  to  give  an  emptiness  yet  room  for  imagination,  and  of  course  for  listening  to  
the  story".  The  visual  content  is  not  so  vivid  that  it  drastically  affects  the  user’s  
impression  of  the  story,  or  so  lacking  that  it  is  unnecessary;;  the  purpose  for  aesthetic  
aspects  is  to  embellish  the  non-­visual,  and  as  Fell  terms  it  “highlight  the  immersive  and  
suggestive  potential  of  sound".  
Platthaus  summarises  (2015)  that  this  application  only  scratches  the  surface  of  the  
potential  of  object-­based  audio,  it  is  “only  one  step”,  it  is  “time  consuming,  expansive,  
elaborate,  much  more  than  a  conventional  radio  play”  and  that  technology  and  society  
must  “move  with  radio,  and  beyond  radio”.  
  17  
4.  The  Investigation  
4.1  Background  
It  was  decided  from  the  outset  that  the  investigation  would  take  the  form  of  a  radio  
drama  due  to  the  wide  spectrum  of  creative  aspects  that  can  be  implemented  and  
controlled  via  interaction.  Another  reason  for  this  choice  was  due  to  the  familiarity  of  the  
processes  and  principles  involved,  including  recording,  post  processing,  sound  design  
and  the  creation  of  applications  and  systems  in  Objective-­C++  and  Max  programming.  
  
4.2  Work  Flow  
The  first  stage  was  to  determine  the  type  of  radio  play  that  should  be  created,  one  of  
the  important  factors  that  decided  this  was  the  facilities  available,  for  example,  the  most  
straightforward  and  appropriate  method  for  recording  the  dialogue  and  foley  effects  was  
to  record  in  studios  as  the  means  were  readily  available  for  use  and  the  technology  was  
of  professional  quality,  as  opposed  to  recording  a  live  performance  as  the  resulting  
drama  would  include  crowd  chatter  and  other  sounds  such  as  laughter,  which  would  be  
undesirable  artefacts.  Also,  recording  this  way  allowed  for  complete  control  over  the  
recording  environment  and  hence  eliminated  the  chance  for  intrusive  sonic  aspects.  
  
Once  the  drama  type  was  determined  and  the  script  created  (as  discussed  later),  the  
next  stage  was  to  begin  the  recording  of  the  media  such  that  enough  content  was  
produced  in  order  to  begin  prototyping.  The  main  focus  was  on  the  dialogue,  leaving  
atmospheres  and  foley  effects  to  the  later  stages.  The  specifics  of  the  recording  
process  are  detailed  in  latter  sections,  however  it  was  important  to  capture  the  dialogue  
of  the  main  characters,  particularly  that  of  which  the  actors  were  available  for  limited  
periods  of  time,  this  is  because  the  main  dialogue  is  the  dominant  driving  force  in  the  
delivery  of  the  plotline.  
  
Next  came  the  prototyping  stage.  At  this  point  it  was  decided  that  the  interactive  
aspects  would  control  the  audio  content  itself  by  panning  realistically,  according  to  a  
series  of  rules  and  algorithms  determined  in  the  program  and  hence  the  system  was  
implemented  in  Max,  utilising  a  third-­party  iPhone  application  called  c74;;  however,  this  
changed  further  on  in  the  process  due  to  Max  and  c74’s  inability  to  handle  the  amount  
of  audio  needed  consistently  and  convincingly.    
  
  18  
Alongside  this,  other  audio  and  effects  were  recorded  for  the  drama,  comprising  of  the  
less  vital  audio  used  for  more  textural  and  contextual  purposes,  such  as  foley  effects  
which  add  important  information  to  a  scene  but  do  not  generally  determine  its  outcome,  
only  enhance  its  dramatic  effect;;  and  also  the  soundscape  beds  and  atmospheres,  
helping  in  providing  a  realistic  expectation  of  how  the  final  audio  drama  would  sound.  
  
The  next  planned  stage  was  to  receive  user  feedback  of  the  working  prototype  created,  
however,  it  was  at  this  point  that  it  was  decided  that  the  interaction  methods  would  
change.  The  reasoning  for  this  was  that  during  the  prototyping  process,  as  the  system  
developed  and  grew  larger,  the  latency  induced  by  the  sheer  number  of  active  sections  
caused  the  audio  playback  to  be  drastically  lagged  by  the  ongoing  process.  
Consequently,  it  was  decided  that  the  interactive  elements  should  control  the  
progression  as  opposed  to  panning  the  audio.    
  
As  a  result  of  this  change  of  direction  and  the  therefore  delayed  development  of  the  
application,  the  user  feedback  process  was  not  conducted.  This  was  also  a  reason  as  
to  why  the  original  objective  of  surround  sound  playback  was  not  achieved,  however  
these  aspects  do  not  detract  from  the  overall  achievement  as  established  in  the  
research,  headphones  are  the  predominant  method  of  consumption.  It  was  concluded  
that  surround  sound  is  not  available  to  a  lot  of  the  consumer  hence  would  potentially  be  
a  wasted  resource.  
  
Once  the  application  played  back  the  audio  in  the  required  manner,  with  the  looping  
and  transitions  functioning  as  intended,  the  remaining  factor  was  the  user  interface.  The  
thought  behind  this  aspect  was  to  keep  it  as  simplistic  as  possible  such  that  it  is  familiar  
to  the  user  like  other  audio  based  applications  such  as  media  and  music  players.  As  
supported  in  the  research,  visual  aspects  help  in  stimulating  imagination  without  
dictating  it,  therefore  it  was  necessary  to  include  basic  images  to  provide  a  conceptual  
outline,  the  stylistic  approach  to  this  was  to  use  silhouettes  in  order  to  leave  more  to  the  
user’s  mind.  
  
  
  
  
  
  
  19  
4.3  Creative  Process  
4.3.1  Plot  
Deciding  on  a  fitting  plot  line  was  difficult  in  the  sense  that  there  are  limitless  
possibilities  in  terms  of  creativity  with  radio  drama,  the  only  restrictions  are  the  actors  
available  and  audio  content  achievable.  In  the  end  it  was  decided  that  the  plot  would  
follow  a  young  man  through  meeting  a  girl  to  eventually  dating  her,  and  along  the  way  
are  different  tasking  and  some  dangerous,  social  situations.  This  plot  line  was  chosen  
because  the  most  readily  available  actors  were  of  that  age  range  and  were  also  
unprofessional,  hence  to  create  a  plot  that  was  technically  difficult  to  perform  would  
lead  to  an  obviously  amateur  attempt.  As  the  BBC  implores  (2016);;  “write  about  a  world  
you  know”,  this  ensures  that  the  perspectives  and  approach  are  likely  to  be  the  closest  
they  can  be,  and  also  makes  the  process  more  personal  and  enjoyable.  
  
As  an  additional  aspect  to  make  the  radio  drama  and  plot  more  engaging,  the  lead  
character  was  made  to  have  sight  problems  resulting  from  a  freak  accident  in  his  
younger  days.  Blindness  however  is  not  a  new  concept,  but  one  that  is  proven  to  work  
as  “plays  such  as  MacNeice  The  Dark  Tower  (1946),  Dylan  Thomas’s  Under  Milk  Wood  
(1954),  Pinter’s  A  Slight  Ache  (1959)  and  Barry  Bermange’s  No  Quarter  (1962)  –  to  
mention  but  a  few  have  all  used  the  theme  of  blindness”  (Dramaonlinelibrary.com,  
2016).  
  
This  paves  the  way  for  creative  and  interesting  use  of  processing  and  effects  in  order  to  
create  a  sonically  intriguing  flashback  scene  to  justify  his  problems,  to  reiterate  Tim  
Crook  (2015),  relatively  unexplored  areas  for  radio  drama  include:  “time  transposition  
and  translocation.  Flashbacks,  flashforwards,  different  ages”  and  “the  inner  existence”,  
and  hence  considering  this  it  was  also  decided  that  there  would  be  a  conflict  within  the  
main  character’s  mind,  portrayed  by  two  arguing  halves  of  the  brain  which  begin  the  
story  and  interject  periodically  to  comment  on  the  actions  of  the  main  character.  The  
beginning  was  intended  to  be  deliberately  ambiguous  so  that  the  listener  starts  off  
unsure  and  guessing  ahead  as  to  what  the  mind  voices  are  referring  and  alluding  to.  
  
  
  
  20  
4.3.2  Character  
The  characters  were  largely  designed  to  cater  for  the  skill  level  and  professionalism  of  
the  actors  available  as  previously  explained.  The  main  character,  Keith,  was  written  to  
attract  sympathy  and  empathy  from  the  listener  as  is  made  imperative  by  Tim  Crook’s  
ground  rules,  this  was  done  not  only  by  having  physical  disadvantages,  but  also  by  
being  somewhat  of  a  social  pariah.  This  personality  was  chosen  due  to  the  familiarity  of  
awkward  social  situations  by  people  of  a  similar  age  range,  and  therefore  to  potentially  
attract  more  empathy  in  that  respect.  
  
The  main  supporting  character  was  Keith’s  love  interest,  Suzie.  Suzie  was  intended  to  
come  across  as  very  outgoing  and  laid  back  so  as  to  provide  a  complete  contrast  to  
Keith.  Suzie  was  also  made  intentionally  motherly  in  attempt  to  consolidate  the  
audience’s  feelings  towards  Keith,  that  of  pity  and  compassion,  and  provide  the  caring  
role  that  is  needed  in  response  to  such  a  flawed  main  character.  
  
As  mentioned,  accompanying  the  main  character  were  his  mind’s  voices.  These  two  
were  designed  to  be  very  contrasting,  one  being  logical,  methodical  and  innocuous,  and  
the  other  being  bolshie,  outgoing  and  somewhat  obtuse  to  reflect  the  two  conflicting  
personalities  within  Keith,  and  ultimately  be  the  reason  for  his  innate  social  problems.  
The  two  mind  voices  were  also  intended  as  a  kind  of  narrator  role,  interjecting  
sporadically  to  summarise  and  guide  the  storyline.  One  of  the  voices  in  particular  was  
also  intended  to  add  an  increased  sense  of  humour  into  the  drama,  in  accordance  with  
Crook’s  guidance  (2015)  of  having  “one  character  who  uses  humour  to  deal  with  difficult  
situations”,  of  which  there  numerous.  
  
  
  
  
  
  
  
  
  
  21  
5.  Recording  and  Post  Processing  
5.1  Background  
When  creating  radio  drama,  one  of  the  most  important  considerations  is  how  the  audio  
should  sound.  This  comes  down  to  a  few  key  things.  Firstly,  the  purpose  of  the  audio;;  
whether  it  is  ambient  or  direct,  or  personal  or  generic.  Secondly,  the  desired  tonality  of  
the  audio,  for  example  for  a  main  dialogue,  be  it  present  and  obvious  or  distant  and  
subtle.  Finally,  the  setting  of  the  audio,  the  impression  the  audio  is  intended  to  portray  
and  how  this  is  achievable.    
  
5.2  Components  
5.2.1  Atmospheres  
Atmospheres  are  an  important  feature  of  a  scene,  as  they  are  key  in  issuing  aural  
signposting,  and  almost  individually  determine  the  spatial  impression  of  the  given  
location.  Without  this  there  is  limited  immersive  quality,  with  the  sole  reliance  being  on  
the  descriptive  dialogue  instead.  
  
A  particular  challenge  within  the  audio  drama  was  creating  a  soundscape  that  is  a  
representation  of  something  entirely  abstract  -­  the  human  mind.  It  was  decided  
immediately  in  the  plot  creation  stage  that  there  would  be  scenes  that  feature  two  
contrasting  voices  within  the  main  character’s  mind,  to  imply  a  ‘good’  and  ‘bad’  sides.  
The  challenge  came  in  determining  what  their  environment  would  sound  like.  
  
It  was  weighed  up  that  it  could  perhaps  be  a  very  ethereal  sound  with  high  reverbs  and  
alien  tones,  but  this  would  detract  from  the  immediacy  and  closeness  desired.  Or  it  
could  simply  be  the  general  world  soundscape  but  attenuated  each  time  the  mind  
voices  spoke  through  ducking,  yet  this  could  become  confusing  and  cluttered.  
Ultimately  the  most  favoured  option  was  to  bring  the  listener  into  the  mind  by  creating  
its  own  idiosyncratic  environment.  This  choice  was  justified  by  the  inclusion  of  the  
opening  scene  which  occurs  solely  in  the  main  character’s  head,  it  was  necessary  to  
engineer  a  particular  sound  world  as  a  reference  for  each  occasion  in  which  the  mind  
voices  speak.    
  
  
  
  22  
The  way  this  was  carried  out  was  by  creating  low  frequency  rumbling  sounds  to  
generate  a  finger-­in-­ear-­like  impression.  Accompanying  this,  every  point  at  which  the  
mind  soundscape  interjects,  the  pre-­existing  soundscape  can  be  heard  but  as  a  
muffled,  attenuated  version  of  itself.  This  is  so  the  listener  is  not  completely  removed  
from  the  location  at  each  interruption,  and  retains  ever-­important  situational  information.  
  
Another  challenging  scene  was  the  club  scene  as  this  takes  place  in  a  notoriously  loud  
environment,  somewhere  where  it  would  be  virtually  impossible  to  get  a  suitable  
recording  without  encountering  distortion  and  copyrighted  music.  The  solution  to  this  
was  to  source  some  fitting  music  and  engineer  it  to  sound  as  if  it  was  coming  from  
multiple  speakers  in  a  suitably  sized  and  populated  room.  The  method  for  this  was  to  
induce  stereo  width  where  there  was  none,  using  Logic  Pro  X’s  stereo  spread  plug-­in.  
“Stereo  Spread  extends  the  stereo  base  by  distributing  a  selectable  number  of  
frequency  bands  from  the  middle  frequency  range  to  the  left  and  right  channels”  (Apple  
Inc,  2009).    
  
An  example  plug-­in  setup  of  one  of  the  three  constituent  tracks  is  shown  in  figure  3,  it  
shows  that  the  low  frequencies  are  largely  left  alone,  yet  the  middle  and  upper  
frequencies  are  spread.  This  gives  a  pseudo  impression  of  width,  as  if  the  club’s  high  
frequency  speakers  are  surrounding  the  characters,  yet  the  low  frequency  are  more  
broad  –  similar  to  that  of  a  surround  sound  system  where  the  sub  is  omnipresent  but  
the  other  speakers  are  more  positional.  Aside  from  this,  other  similarly  affected  music  
tracks  were  added  to  thicken  the  mix  along  with  crowd  and  bar  noise.  
Figure  3:  Screenshot  of  the  Stereo  Spread  plug-­in  in  Logic  Pro  X  (2013).  
  23  
5.2.2  Dialogue  
Arguably  the  most  important  aspect  of  a  radio  drama  is  the  dialogue  being  performed.  
Given  its  importance,  it  is  necessary  to  take  extra  care  in  the  production  of  it.  The  
prosody  of  speech  and  it's  encompassing  sonic  landscape  are  vital  in  ensuring  vocal  
characteristics  fit  suitably  and  create  immersive  and  authentic  media.  The  ear  is  
naturally  fine  tuned  to  human  speech  such  that  the  most  minute  discrepancies  can  be  
glaring  to  the  listener  and  detract  from  the  overall  achievement  irreparably.  It  is  
therefore  so  vital  that  main  dialogue  is  unblemished  by  pops,  clicks  and  the  like,  that  it  
remains  naturally  rhythmic  and  that  extra  care  and  close  monitoring  is  used  in  order  to  
detect  inappropriate  attenuation  or  frequency  imbalances.  
  
Within  the  drama  there  are  two  main  contrasting  dialogue  types  used.  The  first  of  which  
is  in  the  mind  scenes,  where  the  two  characters  are  intended  to  sound  close  and  
immediate  (figure  4).  It  was  decided  that  they  would  be  recorded  isolated  from  the  ‘real  
world’  dialogue  actors  as  they  warranted  a  completely  different  tone,  and  hence  a  
different  microphone  set  up.    
  
  
  
Figure  4:  The  arrangement  of  two  AKG  C414’s  positioned  around  8  –  10  inches  from  
the  actors.  
  
  24  
This  close  mic  setup  allowed  for  complete  control  over  each  character’s  dialogue  and  
captured  a  warmer,  more  direct  sound  as  a  result  of  the  short  microphone  distance,  yet  
provided  the  means  to  retain  the  fluidity  and  naturalism  necessary  for  a  convincing  
performance,  by  allowing  eye  contact  and  communication.  This  also  helped  in  
developing  ad-­libbed  dialogue,  further  adding  to  the  more  conversational  approach.  
  
The  second  type  of  dialogue  was  that  of  the  main  characters,  this  was  intended  to  be  
more  indirect  and  spaced  sounding.  The  above  technique  was  unfavourable  due  to  the  
fact  that  day  to  day  conversation  rarely  sounds  as  present  as  that  audio  captured.  The  
final  decision  was  to  have  all  the  actors  work  around  one  configuration  of  microphones  
so  that  they  could  communicate  in  the  same  way  as  the  previous  setup,  but  with  a  
suitable  distance  so  that  the  timbre  of  the  audio  capture  was  appropriate.    
  
For  example,  in  the  club  scene,  the  actors  have  raised  voices  to  compete  with  the  
music,  the  distance  benefited  this  as  it  allowed  for  a  more  genuine  representation  of  the  
conflicting  and  inaudible  frequencies  of  the  voice  and  music  in  this  environment.  Figure  
5  shows  the  arrangement  used  for  the  restaurant  scene,  this  gives  the  actors  free  reign  
to  interact  with  one  another  in  a  ‘round  table’  type  setting,  aiding  the  conversational  
approach  once  more,  with  more  means  to  interject  in  a  less  robotic  manner;;  an  
important  attribute  in  the  busier  scenes  of  the  play.  
  
  
Figure  5:  The  arrangement  of  two  AKG  C414’s  in  a  Blumlein  pair  setup.  
  25  
5.2.3  Foley  &  Spot  Effects  
Sound  effects  are  also  vital  in  delivering  and  enhancing  authenticity;;  a  scene  without  
them  is  likely  to  sound  hollow,  lacking  and  shallow.  There  were  a  variety  of  different  
effects  required  throughout  the  play,  some  of  which  are  easiest  to  source  from  sound  
libraries  such  as  heart-­rate  monitors  and  explosion  sounds,  and  others  which  required  
specific  performance  such  as  cutlery  and  footstep  sounds.  
  
One  importance  of  foley  effects  is  in  creating  a  sense  of  movement  within  a  scene.  
Without  any  form  of  footsteps  or  clothing  rustling,  there  is  no  audible  indication  that  the  
characters  are  changing  locations  other  than  the  dialogue  panning  in  to  position,  and  
with  just  dialogue  moving,  the  impression  tends  to  be  that  the  character  is  ‘floating’  
which  sounds  unrealistic  and  false.  In  particular  scenes,  the  motion  of  the  characters  is  
necessary  to  present  the  correct  impression,  for  example  in  the  flashback  scene,  the  
footsteps  and  rustling  noises  indicate  that  the  soldiers  are  moving  in  to  position,  not  
only  reinforcing  the  feeling  that  something  is  being  built  up  to,  but  also  injecting  more  
flow  into  an  otherwise  static  scene.  
  
There  is  no  scene  in  which  effects  are  more  important  than  the  flashback  as  the  whole  
soundscape  is  built  up  almost  entirely  of  sound  effects  and  dialogue,  there  is  no  specific  
atmosphere  recorded  other  than  some  room  tone  to  indicate  the  interior  location.  This  is  
because  the  stylistic  approach  was  to  make  the  content  very  blurred  and  unfocused  
sounding  to  indicate  that  it  is  in  the  past,  and  there  is  no  general  atmosphere  to  do  this,  
like  there  is  with  a  city  street  for  example.  One  reason  for  which  this  scene  was  difficult  
to  create  was  due  to  dealing  with  the  idea  of  deafness  resulting  from  the  explosions,  the  
methodology  behind  this  was  to  add  in  a  tinnitus  style  noise  as  this  is  ubiquitous  to  all  
listeners  that  there  is  a  clear  loss  of  sense  and  helps  in  making  the  scene  quite  
uncomfortable  to  listen  to.  
  
Another  instance  where  the  success  of  a  scene  is  dependant  on  foley  effects  is  in  the  
restaurant.  During  the  confrontation  of  the  waiter,  the  main  character  is  punched,  and  
this  in  itself  is  a  notoriously  troublesome  effect  to  implement  due  to  the  ease  of  which  it  
can  come  across  as  slapstick  or  ‘cheesy’,  but  moreover  the  difficulty  came  with  getting  
a  convincing  balance  of  plate  rattles  and  table  and  chair  scrapes  so  as  to  not  sound  too  
forced  and  deliberate.  Foley  effects  added  to  sonify  actions  rather  than  movements  are  
used  to  enhance  the  dramatic  effect  of  a  character’s  motion  or  activity.  
  26  
5.3  Binaural  Versus  Stereo  
Within  the  research  it  is  established  that  binaural  audio  is  generally  perceived  as  a  
more  immersive  and  enveloping  medium  of,  due  to  its  ‘real  world’  representation  of  a  
soundscape;;  and  with  the  intention  that  the  play  is  experienced  via  headphones,  it  only  
made  sense  to  utilise  this  technique  for  the  most  convincing  results  possible.  
  
As  a  part  of  making  interactive  audio  drama,  the  immersion  is  obviously  of  utmost  
importance,  and  hence  standard  stereo  formatting,  while  convincing,  does  lack  a  certain  
sense  of  depth  that  is  more  easily  achievable  with  binaural,  which  provides  a  more  
‘transparent’  type  of  soundscape  for  the  listener.  
  
  
6.  Interactivity  and  Application  Development  
6.1  Background  
There  are  a  wide  variety  of  interactive  media  nowadays,  and  with  object-­based  
approaches  the  possibilities  are  ever  expanding.  When  deciding  upon  the  possible  
interaction  methods  for  the  audio  drama,  it  was  necessary  to  weigh  up  the  achievable  
against  the  worthwhile  and  create  an  immersive  experience  with  suitable  user  familiarity  
such  that  there  is  no  learning  curve  or  other  lengthy  processes  involved.  As  a  result,  it  
was  concluded  that  the  means  for  interaction  will  utilise  a  pre-­existing  device  and  hence  
iPhone  was  chosen  due  to  its  popularity  and  application  customisability.  
  
6.2  Interactivity  
It  was  stated  from  the  outset  that  the  radio  drama  needed  the  interactive  element  to  
push  the  user  on  from  the  ‘sit  back  and  listen’  mentality.  Originally  it  was  decided  that  
the  interactive  element  would  come  from  the  user  physically  modifying  the  sonic  
character  of  the  drama  by  panning  certain  aspects  as  if  the  user  was  turning  the  head  
of  the  main  character,  however,  coming  back  to  Achim  Fell’s  point  that  “interactivity  can  
also  disrupt  an  immersion  to  a  story”  (2015),  it  was  concluded  (and  from  the  prototyping  
stage)  that  this  did  not  sound  natural  or  convincing  and  seemed  more  of  an  intrusive  
gimmick  than  a  feature.  Hence  it  was  decided  that  in  a  similar  fashion  to  The  ’39’  
Project,  the  user  would  be  given  control  of  the  pace  of  the  experience  rather  than  the  
sonic  character.  
  
  27  
When  controlling  the  pace  of  the  media,  it  was  important  that  the  immersive  aspects  
were  disrupted  as  little  as  possible,  therefore  it  was  determined  that  the  background  
ambiences  and  reoccurring  sound  effects  would  loop  endlessly  and  convincingly,  and  
that  the  user  would  simply  press  the  ‘skip’  (as  indicated  by  a  fast  forward  icon)  button  in  
order  to  proceed  with  the  drama,  which  would  in  turn  cease  the  playback  of  that  scene’s  
atmosphere.  A  consideration  that  has  been  made  is  that  some  listeners  may  not  want  to  
be  so  involved  with  the  propagation  of  the  media,  and  may  just  want  to  listen  to  the  play  
linearly  and  continuously.  Consequently,  a  ‘play  all’  feature  was  implemented  which  
would  allow  the  user  to  listen  to  a  set  version  of  the  play  which  transitions  automatically.  
  
The  reasoning  for  the  interactive  aspects  was  to  utilise  ideas  put  forward  by  Isabel  
Platthaus,  that  by  interacting,  extra  content  is  revealed.  Not  content  that  is  crucial  to  the  
development  of  the  story,  but  content  that  assists  with  the  listener’s  immersion.  
Platthaus  explains  (2015),  that  the  application  “works  on  the  principle  that  you  (the  
listener)  release  an  audio  clip  by  interacting”,  and  this  is  the  same  principle  on  which  
the  application  and  drama  is  based  –  the  listener  releases  the  scene  audio  by  pressing  
play  on  each  app  screen.  
  
Utilising  a  principle  of  object-­based  audio,  it  is  stated  previously  that  “in  the  presence  of  
a  lot  of  background  noise  the  viewer  might  need  the  dialogue  to  be  louder  in  the  mix”  
(BBC,  2015),  as  a  result  of  this  it  was  decided  that  this  would  be  a  very  apt  feature  for  
an  application  of  this  nature.  However,  these  methods  were  to  be  implemented  such  
that  the  user  has  control  of  the  volume  on  each  scene,  yet  retaining  the  immersive  
atmosphere  generated.  
  
6.3  Prototyping  
Originally  it  was  decided  that  the  interaction  methods  would  be  via  the  user  controlling  
the  audio  itself.  The  system  was  initially  developed  and  showcased  in  Max  due  to  its  
familiarity,  ease  of  use  and  visual  nature.  When  determining  what  the  physical  interface  
would  consist  of  it  was  clear  that  an  XY  interface  would  be  more  suitable  than  a  simple  
slider,  at  the  risk  of  being  less  intuitive  for  the  user.  As  a  result  of  this  decision  it  was  
necessary  to  find  a  means  to  achieve  this  and  eventually  it  was  settled  on  using  a  third-­
party  application  called  c74  (nr37,  2010)  as  the  bridge  and  interface  between  the  user  
and  Max.  
  28  
  
Figure  6:  A  screenshot  of  Max,  showing  the  full  initial  prototype,  one  of  the  more  
complex  scenes  in  the  drama.    
  
The  system  worked  by  playing  different  audio  tracks  that  represent  each  character  or  
atmosphere  within  the  drama.  A  certain  amount  of  these,  for  example  the  girl’s  
dialogue,  were  ‘pannable’  to  an  extent.  This  was  to  give  the  impression  that  the  main  
character  was  turning  his  head.  In  the  scene  shown,  the  panning  audio  could  only  be  
moved  by  a  limited  degree  –  for  the  girl  it  was  around  90°  as  she  was  located  directly  in  
front  of  the  main  character  in  this  scene  and  90°  was  the  realistic  extent.  
  
Figure  7:  The  metering  and  mixing  section  of  the  prototype  system  
  29  
Figure  7  shows  in  more  detail  the  metering  and  mixing  element  of  the  patch,  this  is  
used  to  load  and  play  the  audio.  Working  with  the  mind-­set  of  having  channel  strips  for  
each  element  making  it  simpler  and  more  familiar  to  visualise  and  implement,  and  
ensuring  that  all  the  samples  began  playback  at  the  same  point.  This  would  also  help  in  
setting  final  levels  to  achieve  and  convincing  and  appropriate  mix.  
  
Figure  8  shows  the  XY  pad  interface  used  in  the  prototyping  stage  as  a  form  of  
emulation  for  the  real  interface.  An  XY  pad  was  chosen  because  it  allows  the  user  to  
visualise  what  their  effect  on  the  audio  is  as  they  use  the  system.  
  
Figure  8:  An  XY  pad  used  to  emulate  the  end  interface,  an  iPhone  screen.  
  
As  previously  explained  this  was  ultimately  unfavourable  as  the  given  impression  did  
not  suit  the  nature  of  the  drama  and  the  overall  effect  was  not  desirable.  The  next  stage  
was  to  implement  a  method  for  the  user  to  control  the  pace  of  the  audio.  Initially  this  
was  also  going  to  be  controlled  through  Max/c74,  with  the  interface  design  shown  in  
figure  9.  
  30  
  
  
Figure  9:  A  screenshot  of  c74,  showing  three  buttons  used  to  control  the  playback  
(nr37,  2010).  
  
Having  re-­evaluated  the  interaction  options,  as  the  c74  application  could  only  make  
very  basic  aesthetics,  it  was  settled  that  an  iPhone  would  remain  the  device  used,  but  
an  Objective-­C/C++  application  integrated  with  FMOD  studio  would  be  vastly  more  
customisable  and  work  more  consistently.  The  advantages  of  FMOD/iOS  integration  
heavily  outweighed  the  sole  reliance  on  Max  due  to  its  inconsistency  in  handling  the  
real-­time  manipulation  of  large  quantities  of  high  fidelity  audio;;  furthermore,  the  c74  
application  had  a  tendency  to  disconnect  during  use  causing  the  whole  system  to  
become  unstable  and  unpredictable.  Whereas  an  iPhone  application  is  much  easier  for  
the  common  user  in  terms  of  usability,  CPU  friendliness  and  familiarity.  
  
  
  
  31  
6.4  Wireframing  
The  application  structure  was  an  extremely  important  aspect  in  the  design  process,  due  
to  the  need  to  make  it  as  user  friendly  and  intuitive  as  possible  in  order  for  the  user  to  
get  the  most  from  the  system.  The  overview  of  the  whole  application  structure  is  shown  
below  in  figure  10,  it  shows  eight  scene  screens,  each  accessible  from  the  main  menu,  
as  shown  by  the  iPhone  graphic.  Left  of  the  iPhone  graphic  is  a  ‘play  all’  screen,  which  
is  also  accessed  from  the  main  menu  and  is  used  to  play  all  scenes  chronologically  and  
consecutively.  The  arrows  connecting  each  screen  indicate  (in  the  direction  of  the  
arrow)  the  ability  to  proceed  to  that  screen  from  a  corresponding  button.  For  example,  
scene  2  is  accessible  from  the  main  menu  and  scene  1.  
  
  
  
  
  
  
  
  
  
  
  
  
  
  
  
  
  
  
  
Figure  10:  The  overall  
application  structure  
as  a  wireframe,  
showing  the  amount  of  
scene  screens  and  
menu  screen.  
  
  32  
  
  
The  screen  shown  in  figure  11  shows  the  main  
menu,  which  provides  the  user  with  the  opportunity  to  
either  choose  to  play  individual  scenes  via  the  ‘select  
scene’  button,  the  individual  scenes  include  the  
interactive  element.  The  alternative  choice  is  the  ‘all  
scenes’  button,  this  transitions  to  a  screen  that  allows  
the  user  to  play  all  the  content  chronologically  and  
uninterrupted  as  was  stated  in  the  research  was  
necessary.  
  
  
    
  
  
  
Figure  11:  The  menu  screen  from  the  wireframe  overview.  
  
Figure  12  shows  a  single  screen  as  taken  from  the  
overview.  Within  this  screen  there  are  three  
separate  buttons,  play,  pause  and  skip.  The  pause  
button  stops  the  playback  until  the  user  taps  the  
play  button  again  to  resume  it.  Skip  is  used  to  
proceed  to  the  next  scene  once  the  dialogue  has  
finished  and  the  loop  has  been  instigated;;  it  also  
functions  without  audio  to  move  to  the  next  screen  
should  the  user  desire  it.  
  
Upon  the  transition  triggering  between  each  scene,  
the  application  ceases  the  playback  of  the  FMOD  
events  such  that  there  is  ultimately  no  overlapping  
audio  to  cause  confusion.  
  
  
  
Figure  12:  A  single  screen  from  the  
wireframe  overview.  
  
  33  
6.5  Application  Design  
The  interactive  media  ultimately  took  tangible  form  as  an  iPhone  application,  generated  
through  the  integration  of  FMOD  studio  with  Objective-­C/C++  code.  This  was  the  
favoured  method  after  initial  testing  and  prototyping  within  Max/MSP  revealed  
weaknesses  in  such  a  system.    
  
One  notable  feature  is  that  the  interaction  methods  are  the  same  each  time  (in  that  the  
user  presses  a  button  to  proceed),  but  the  underlying  content  is  not  always  necessarily  
that  varied.  This  purely  comes  down  to  the  nature  of  the  play’s  plot  lines  and  scene  
development.  For  example,  after  the  dialogue  finishes  in  the  club  scene,  a  selection  of  
songs  play,  which  is  a  lengthy  amount  of  ‘hidden’  content  with  varied  amounts  of  
engagement,  whereas  in  the  street  at  night  scene  where  the  main  character  gets  hit  by  
a  car,  the  looping  content  is  only  his  heartbeat.  It  is  appreciated  that  this  is  not  likely  to  
be  something  the  listener  particularly  enjoys  hearing  for  an  extended  period  of  time  
compared  to  a  few  different  musical  pieces;;  and  hence  it  is  within  the  users  prerogative  
to  proceed  with  the  drama  as  they  see  fit.    
  
Figure  13:  The  street  night  scene  within  the  FMOD  project.  
  
The  looping  system  was  implemented  in  FMOD  by  simply  applying  a  seamless  loop  to  
the  desired  section  (figure  13),  this  was  then  set  to  be  released  from  the  corresponding  
method  and  button  press  within  the  application.  The  loop  is  signified  by  the  light  blue  
bar  in  the  logic  track  above  the  audio  tracks.  The  playhead  will  never  leave  this  region  
until  the  application  tells  it  to  do  so,  after  which  it  fades  out  and  the  application  
transitions  to  the  next  scene.  
  
  
  
  34  
The  iOS  application  itself  uses  a  multi  screen  format  to  show  each  scene  with  a  
corresponding  graphic  element,  as  shown  in  figure  14.  This  method  was  favourable  
compared  to  a  single  screen  with  a  functionally  changing  play  scene  button,  as  it  
provided  the  means  for  specific  images  and  illustrations  to  accompany  the  playback  in  
order  to  add  more  interest  to  an  otherwise  plain  looking  application.  
  
  
Figure  14:  The  overview  of  the  scene  and  selection  screens  showing  the  mutli-­screen  
format.  
At  the  bottom  of  each  screen  a  slider  is  shown,  these  are  used  for  control  over  the  
dialogue  level,  allowing  the  user  to  customise  the  scene  according  to  their  listening  
environments,  in  some  cases  (dependent  on  the  playing  environment  and  scene),  the  
user  may  want  the  speech  louder  or  quieter  to  account  for  their  listening  situation,  this  
was  implemented  due  to  the  research  stating  the  importance  of  responsive  design  in  
modern  systems.  
  
The  aesthetics  of  the  application  were  inspired  by  the  necessity  for  some  visual  aspect  
accompanied  by  the  need  to  retain  simplicity.  Hence,  the  main  stylistic  approach  was  to  
use  silhouettes  and  line  drawings  to  portray  a  sense  of  location  and  populous  without  
directly  dictating  what  the  user’s  mind  conjures.  
  
  
  35  
As  previously  mentioned,  it  was  necessary  to  cater  for  those  who  don’t  wish  to  
experience  the  play  by  interacting  and  hence  a  ‘play  all’  feature  was  added.  This  was  as  
simple  as  creating  a  separate  event  within  FMOD  that  contains  the  whole  drama  audio  
and  playing  it  in  response  to  a  button  press  on  a  separate  screen.  As  shown  in  figures  
15  and  16.  
  
Figure  15:  FMOD  event  showing  the  eight  scenes  in  order.  
  
  
Figure  16:  iOS  application  main  menu  with  transition  segue  to  ‘all  scenes’  screen.  
  36  
  
Figure  17  shows  the  dialogue  track  of  the  flashback  scene,  below  this  is  the  associated  
automation  track,  this  is  controlled  by  a  parameter  called  ‘s5volume’  (shown  in  figure  
18),  this  allows  the  user  to  adjust  the  level  of  the  speech  to  their  requirement.  The  user  
is  directly  impacting  the  automation  track  as  they  interact  with  the  application  interface  
in  real  time.  The  nature  of  the  method  means  that  the  user  must  interact  with  the  
volume  control  specific  to  the  scene  it  is  associated  with  each  time  they  choose  to  affect  
it.  One  notable  feature  is  that  the  dialogue  cannot  be  completely  muted,  only  reduced  in  
level  by  around  8dB,  this  is  so  the  immersive  quality  is  not  lost    
  
This  is  advantageous  as  it  means  the  effect  is  not  global  to  the  system,  such  that  the  
dialogue  will  not  be  overpowering  in  further  scenes  if  set  preferentially  in  a  previous  
one.  This  is  also  potentially  disadvantageous  in  some  respects  as  it  means  the  user  
must  keep  setting  their  own  preference,  when  in  actuality  they  may  want  to  set  it  and  
leave  it  alone.  
  
  
  
Figure  17:  Screenshot  of  the  flashback  scene  in  FMOD,  showing  the  dialogue  track  
and  automation  lane.  
  
  
  
  
  
  
  
  
  
Figure  18:  The  volume  control  parameter  for  the  flashback  scene  in  FMOD.  
  
  
  
  
  37  
7.  Conclusion  
The  principle  aims  of  the  project  fall  in  to  three  main  sections,  the  creation  of  credible  
audio  drama,  implementation  of  interactive  elements  and  generation  authentic  and  
immersive  media.  Overall  these  aims  were  achieved  in  the  manner  desired.  Piece  by  
piece,  the  credibility  of  the  drama  was  amassed  through  the  combination  of  realistic  and  
approachable  scripting  and  plot  lines;;  broadly  high  acting  standard  and  professionally  
recorded  and  processed  soundscapes.  The  interactive  elements  were  employed  in  
close  accordance  with  the  methods  and  knowledge  ascertained  through  research  into  
existing  materials  and  provide  an  immersive  quality  comparable  to  that  of  pre-­
established,  commercially  available  media.  
  
Originally  it  was  stated  that  the  project  would  ultimately  be  a  surround  sound  article  and  
the  interactive  elements  would  be  geared  more  towards  creative  effect,  rather  than  
procedural.  However,  it  was  established  through  the  processes  of  system  design  and  
research  that  these  concepts  were  unrealistic  and  unachievable,  and  hence  the  
approach  shifted  toward  the  development  of  the  system  used  to  propagate  the  media  
instead,  and  the  delivery  of  broadcast  standard  audio  for  consumption  by  the  wider  
prospective  audience.  
  
There  were  a  number  of  ways  in  which  the  whole  project  could  have  been  enhanced  
and  improved,  not  limited  to  the  sonic,  but  also  the  physical  attributes.  For  example,  
granted  more  time,  a  substantial  way  the  system  could  be  improved  would  be  to  
integrate  multi-­choice  endings,  in  order  to  keep  the  listener  engaged  and  augment  the  
application’s  replayability  by  providing  the  user  with  direct  control  over  their  narrative  
path.  Another  method  in  which  the  experience  and  application  could  be  developed  
would  be  by  adopting  more  of  the  principles  of  object-­based  audio,  and  allowing  the  
user  more  control  over  the  physical  playback  of  the  audio.  In  addition  to  this,  the  volume  
control  function  could  be  made  to  affect  every  scene  at  once,  rather  than  just  the  single  
scene  it  is  assigned  to.  A  further  way  in  which  the  system  and  application  could  be  
improved  is  by  utilising  the  auto-­layout  feature  within  Xcode  to  ensure  that  the  
application  scales  appropriately  to  fit  differently  sized  devices.  
  
  
  
  
Interactive Audio Drama
Interactive Audio Drama
Interactive Audio Drama
Interactive Audio Drama
Interactive Audio Drama
Interactive Audio Drama
Interactive Audio Drama
Interactive Audio Drama
Interactive Audio Drama
Interactive Audio Drama
Interactive Audio Drama
Interactive Audio Drama
Interactive Audio Drama
Interactive Audio Drama
Interactive Audio Drama
Interactive Audio Drama
Interactive Audio Drama
Interactive Audio Drama
Interactive Audio Drama
Interactive Audio Drama

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Interactive Audio Drama

  • 1.         Faculty  of  Environment  and  Technology   Computer  Science  and  Creative  Technologies   Audio  and  Music  Technology     Final  Year  Project   13011699   2016   __________________________________________________   INTERACTIVE  MEDIA  CONTROL  VIA   EXTERNAL  INTERFACING BY  JACOB  HEALEY __________________________________________________                                
  • 2. Summary   This  project  assesses  and  investigates  the  principles  and  processes  involved  in  creating   high  quality  interactive  audio  drama  from  the  ground  up,  including  the  creation  of  an   emotionally  and  sonically  engaging  script  and  plot  line,  the  capture  and  post  processing  of   professional  broadcast  standard  audio  components  such  as  dialogue,  effects  and   ambiences  and  the  manipulation  and  handling  of  the  resulting  audio  to  achieve  immersive   interaction.       This  report  also  documents  the  creative  process  undertaken  in  forming  a  fully  immersive   artefact  in  the  form  of  an  audio  drama,  from  the  justification  for  linguistic  and  lexical  features   to  generate  emotional  standing  and  challenge,  to  the  physical  arrangement  and  processing   of  audio  to  create  dramatic  effect;;  and  explains  the  thoughts  and  inspiration  behind  the   chosen  plot  and  characters  and  their  given  roles.     Specific  areas  of  research  include  the  origins  of  radio  drama  and  its  progression  to  the  21st   century,  the  qualitative  and  quantitative  descriptions  of  the  world  soundscape  in  general  and   the  investigation  of  commercially  available  products  of  similar  nature  and  potential.  The   project  then  focuses  on  the  adaptation  of  the  discovered  techniques  and  principles  into  an   iOS  application  formed  of  Objective  C/C++  code  integrated  with  the  FMOD  API.   Acknowledgements   I  would  like  to  sincerely  thank  my  supervisor  Martyn  Harries  for  his  wealth  of  support,   guidance  and  knowledge  given  through  this  process  and  my  studies.     I  would  also  like  to  dearly  thank  everyone  who  has  contributed  to  the  production  of  the  audio   drama  and  application,  including  Adam  Austin,  Bethan  Thomas,  Pete  Haddrell,  Richard   Jones,  George  Demner,  Jamie  Morris,  Josh  Pardoe  and  Angus  Burgess,  for  their  co-­ operation  and  availability  during  intense  periods.     Finally,  I  would  like  to  thank  my  closest  family,  Mum,  Dad  and  Joe  for  their  unending  and   limitless  support  throughout  the  length  of  my  studies  and  particularly  in  the  closing  months.   Lastly,  but  not  least,  my  amazing  girlfriend  Georgia  for  accommodating  my  stress  and   putting  up  with  me  during  this  final  year.
  • 3. Table  of  Contents   1.  Abstract  .................................................................................................  1   2.  Introduction  ...........................................................................................  2   3.  Background  Research  .........................................................................  3   3.1  An  Exploration  of  Radio  Drama  ...............................................................  3   3.1.1  The  History  of  Radio  Drama  .......................................................................  3   3.1.2  Construction  of  Radio  Drama  .....................................................................  4   3.1.3  Capturing  Audio  for  Drama  .........................................................................  6   3.2  The  Soundscape;;  Acoustic  Ecology  in  Media  .......................................  7   3.2.1  The  Quality  of  the  Soundscape  ..................................................................  7   3.2.2  Constituents  of  the  Audible  World  ..............................................................  8   3.2.3  Immersion  and  Envelopment  Qualities  .....................................................  10   3.3  Existing  Materials  ...................................................................................  13   3.3.1  Object-­Based  Audio  ..................................................................................  13   3.3.2  The  ‘39’  Project  (Platthaus  &  Fell)  ............................................................  15   4.  The  Investigation  ................................................................................  17   4.1  Background  .............................................................................................  17   4.2  Work  Flow  ................................................................................................  17   4.3  Creative  Process  .....................................................................................  19   4.3.1  Plot  ............................................................................................................  19   4.3.2  Character  ..................................................................................................  20   5.  Recording  and  Post  Processing  .......................................................  21   5.1  Background  .............................................................................................  21   5.2  Components  ............................................................................................  21   5.2.1  Atmospheres  .............................................................................................  21   5.2.2  Dialogue  ....................................................................................................  23   5.2.3  Foley  &  Spot  Effects  .................................................................................  25   5.3  Binaural  Versus  Stereo  ..........................................................................  26   6.  Interactivity  and  Application  Development  ......................................  26   6.1  Background  .............................................................................................  26   6.2  Interactivity  ..............................................................................................  26   6.3  Prototyping  ..............................................................................................  27   6.4  Wireframing  .............................................................................................  31   6.5  Application  Design  .................................................................................  33   7.  Conclusion  ..........................................................................................  37   8.  References  ..........................................................................................  39   9.  Appendices  ............................................................................................  I   Appendix  A:  Project  Proposal  ...............................................................................  I   Appendix  B:  Progress  Report  ...........................................................................  VIII   Appendix  C:  Gantt  Charts  ...................................................................................  XI   Appendix  D:  Audio  and  Image  Sources  .............................................................  XV    
  • 4.   1   1.  Abstract   David  Mamet  declares  “Radio  Drama  can  be  produced  by  anybody  with  a  microphone   and  a  tape-­recorder”  (1986).  This  project  takes  the  form  of  a  generalised  approach  to   the  creation  and  analysis  of  radio  drama,  adapting  for  drama,  techniques  and   terminology  coined  by  Schafer  and  Truax  in  their  founding  of  acoustic  ecology.   Furthermore,  explores  the  factors  involved  in  creating  convincing  sonic  landscapes,   credible  audio  drama  (from  the  script  through  to  post  processing)  and  control  using   suitable  interfacing,  evaluating  the  concepts  involved  and  abilities  of  innovative  audio   formats  such  as  object-­based  broadcast.                                                
  • 5.   2   2.  Introduction   What  we  perceive  as  the  audible  world  is  an  amalgamation  of  certain  quantifiable   constituents.  This  project  aims  to  investigate,  dissect  and  evaluate  these  qualities  and   recreate  and  present  them  in  the  form  of  critically  analysed  audio  drama.  Exploring   areas  from  binaural  recording  and  mixing,  to  the  principles  involved  in  generating   soundscapes  personal  to  the  listener.  In  recent  times,  radio  drama  has  seen  a  revival   thanks  to  interesting  use  of  technology  and  formats  such  as  multichannel  and  object-­ based  audio  “with  affordable  digital  production  tools  and  the  inexpensive  distribution  of   podcasts  over  the  internet”  (Bottomley,  2015),  this  project  also  attempts  to  utilise  some   of  these  methods  to  create  immersive  audio  drama  with  interactive  qualities  for  the  user   to  control  the  media  pace. The  major  aims  for  the  project  include  creating  credible  audio  drama,  controlling   elements  of  it  in  an  intuitive  manner  and  exploring  techniques  to  improve  the  produced   immersion  and  authenticity. Breaking  the  process  down  to  manageable  objectives,  the  main  components  are  as   follows: -­   Create  a  suitable,  topical  and  engaging  script.   -­   Research  and  determine  what  it  takes  to  create  credible  audio  drama.   -­   Research  what  an  effective  and  realistic  soundscape  requires  (ambience,   effects,  direction,  context).   -­   Employ  a  range  of  professional  recording  techniques  as  well  as  more  unusual   practices  to  achieve  differing  effects.   -­   Weigh  up  the  advantages  and  disadvantages  of  different  external  interfacing   options.   -­   Gain  insight  and  knowledge  into  the  restrictions  and  applications  of  iOS   interfacing,  Max/MSP  and  FMOD  Studio.   -­   Create  balanced  and  optimised  systems  (within  Max/MSP,  FMOD  or  Xcode   depending  on  research).   -­   Create  a  user  friendly  and  ergonomic  UI  arrived  at  through  research  of  existing   materials.   -­   Carry  out  bug  fixing  and  optimisation  sessions  to  improve  fluidity  of  the  system   and  device.  
  • 6.   3   3.  Background  Research   3.1  An  Exploration  of  Radio  Drama   3.1.1  The  History  of  Radio  Drama   Radio  drama  has  been  a  popular  form  of  entertainment  from  as  early  as  the  1920’s.  At   the  beginning  of  the  20th  century  radio  was  predominantly  utilised  for  advertising,   whereas  the  BBC,  founded  in  1922,  saw  it  as  a  medium  through  which  to  educate,   inform  and  entertain.  “Radio  drama  was  born  in  1927,  when  networks  began  adapting   short  stories,  and  even  writing  original  scripts,  for  broadcast”  (balancepublishing.co.uk,   1998).  In  the  same  way  that  people  are  invested  in  television  series’  nowadays,  up  until   the  50’s  and  before  the  advent  of  television,  this  was  very  much  the  case  with  radio. It  is  believed  that  radio  drama  was  first  invented  in  America,  with  reports  suggesting   that  this  was  the  location  of  the  first  English  speaking  play.  In  1923,  Richard  Hughes   was  commissioned  by  the  BBC  to  write  the  first  drama  for  radio,  which  he  called  ‘A   Comedy  of  Danger’.  This  is  credited  with  being  the  first  account  of  drama  written  for  the   sole  objective  of  being  broadcast  via  radio.  ”In  the  early  1940's,  radio  programmes   reflected  America's  involvement  in  World  War  II.  During  this  time,  evening  dramatic   programs  exploded  in  number”  (balancepublishing.co.uk,  1998).  This  trend  resulted   from  the  amount  of  war  talk  aired,  as  people  wanted  something  different  to  occupy  their   minds.  “The  forms  that  offered  the  most  escape  were  comedy-­variety,  comedy  drama,   and  thriller  drama”  (balancepublishing.co.uk,  1998). At  the  turning  of  the  50’s,  colour  television  was  invented  which  provided  a  whole  new   and  more  visual  way  to  be  entertained,  although  initially  with  slow  uptake.  This   ultimately  proved  unhealthy  for  the  radio  drama  scene  and  hence  ended  the  golden  age   of  radio.  “Many  of  the  successful  radio  series  went  directly  to  television.  Gunsmoke,  an   extremely  successful  western  drama,  was  one  among  several  that  could  be  heard  on   radio  and  seen  on  TV”  (balancepublishing.co.uk,  1998).   The  Archers  is  arguably  the  most  famous  and  undeniably  the  longest  standing  British   radio  drama  in  history,  with  its  inception  dating  back  to  1951.  Its  longevity  proving  that   radio  drama  is  and  has  always  been  a  valid,  engaging  form  of  entertainment.  The   Archers  “was  first  broadcast  as  a  trial  programme  on  the  Midlands  Home  Service  to   promote  good  agricultural  practice”  (BBC,  2013).
  • 7.   4   “It  is  true  that  television  has  decimated  the  audience  for  radio  drama.  But  it  latter   continues  to  be  an  interesting,  if  insufficiently  regarded  and  remunerated,  form  of   playwriting”  (Brandt,  2002).  Despite  radio  drama’s  stint  of  reduced  demand  for  around   four  to  five  decades;;  modern  times  have  seen  a  resurgence  in  the  popularity  of  audio   drama  due  to  the  instant  availability  of  media  through  the  internet.  Moving  away  from   the  radio  domain  and  into  the  digital,  this  trend  is  not  likely  to  diminish  in  the  near  future   and  never  has  David  Mamet  been  more  accurate  than  now  in  saying  that  “the  time  is   auspicious  for  rebirth  of  American  Theatre,  and  radio  could  be  a  good  place  for  it  to   happen”  (1986).   3.1.2  Construction  of  Radio  Drama   “In  a  radio  play,  the  listener  creates  his  own  “Sound  world”,  and  if  this  is  effective,  the   play  will  have  been  a  success”  (Sawaguchi,  M.  et  al.  1987).  In  essence,  in  order  to   create  credible  radio  drama,  the  listener  needs  to  be  provided  with  sufficient  information   such  that  they  can  form  their  very  own  ‘sound  world’.  “They  should  be  given  enough   ideas  to  work  on  but  never  so  many  that  they  become  restricted  or  confused.”  (BBC,   1981). This  is  not  limited  merely  to  the  sonic  character  of  the  media,  but  also  the  descriptive.   This  includes:  a  solid  plot  line  in  which  there  is  a  flow  and  direction;;  believable   characters  with  whom  the  listener  can  empathise,  sympathise  and  emotionally  engage   with  and  comprehendible  settings  with  which  the  listener  can  relate;;  all  of  which  are   convincingly  projected. In  structuring  radio  drama,  the  beginning  is  considered  the  most  important  section  as   this  sets  the  benchmark  for  the  subsequent  scenes  and  more  often  than  not,   determines  whether  the  audience  will  continue  to  listen.  “An  important  consideration  in   crafting  your  opening  scene  is  to  begin  thinking  about  and  crafting  the  end”  (Bates,   2010).  A  method  like  this  will  help  in  ensuring  the  plot  is  not  lost  along  the  way,  it  helps   to  focus  character’s  intentions  and  motivations. There  are  principally  two  ways  of  scripting  for  drama;;  the  first  being  ‘heightened’   dialogue.  “Heightened  language  is  the  language  of  the  theatre;;  high  octane,  poetic,   philosophical,  charged”  (Crook,  2015).  The  other  form  is  naturalistic,  which  is  more   focussed  on  replicating  conversational  dialogue  than  dramatic.  “There  is  now  a   tendency  for  more  naturalism.  Radio  producers  like  to  go  out  on  location  and  explore  
  • 8.   5   realism”  (irdp.co.uk,  2015).  Naturalistic  speech  needs  to  be  accompanied  by  naturalistic   environments  such  that  the  dialogue  has  a  fitting  surrounding,  hence  it  is  important  that   the  two  aspects  complement  each  other  suitably. Tim  Crook  explains  in  his  “ground  rules”  (2015);;  “background  and  sub-­text  of  previous   histories  is  better  explored  through  revelation  in  dramatic  action”,  in  other  words,  it  is   important  to  not  reveal  too  much  plot  too  early  on,  and  rather  leave  it  to  be  explained  by   the  interactions,  scripting  and  language  of  the  characters.  Crook  goes  on  to  explain   “There  has  to  be  an  emotional,  financial,  human,  moral,  physical  struggle  so  your   listeners  can  laugh  or  cry”  (irdp.co.uk,  2015).  There  need  to  be  obstacles  for  the   protagonist  to  overcome,  which  are  ultimately  resolved  to  reward  the  listener  with  a   sense  of  fulfilment.  Alternatively,  in  different  genres  such  as  horror  or  thriller,  it  may  be   advantageous  to  leave  the  listener  deliberately  distressed  or  confused. “Crook's  golden  rule  is  that  every  word,  every  line,  every  scene  must  serve  a  dramatic   purpose  in  terms  of  characterisation  and  plot  development”  (irdp.co.uk,  2015).  The  only   thing  that  determines  how  characters  are  portrayed  to  the  listener,  aside  from  the   quality  of  the  acting,  is  the  dialogue.  Dialogue  forms  the  basis  on  which  the  story  is   propagated,  without  convincing  and  intriguing  interaction  between  characters,  there  is   no  direction  within  the  play  and  the  listener  will  disengage. Another  of  the  most  important  aspects  of  drama  is  character;;  they  must  be  relatable   and  enjoyable  yet  flawed  in  some  way.  “Your  main  character  must  have  the  sympathy   of  the  audience”  (Crook,  2015).  This  is  necessary  to  give  the  listener  something  to   fixate  upon  and  urge  to  succeed.  Along  with  a  strong  main  character,  there  must  be   accompanying  supporting  characters;;  friends,  interests  or  antagonists,  without  which   there  is  no  objective  for  the  main  character. Accompanying  characters  should  also  have  depth  of  their  own,  there  are  a  number  of   techniques  useful  for  doing  this.  Crook  explains  (2015)  one  method  for  helping   characters  stand  out,  which  is  particularly  useful  in  drama  with  light  and  shade  -­   emotional  depth  along  with  humorous  effect.  ”Keep  one  character  who  uses  humour  to   deal  with  difficult  situations.  Make  sure  the  humour  is  verbal.”          
  • 9.   6   It  is  important  when  creating  the  character  however,  to  ensure  the  comedic  aspects  are   tastefully  incorporated  “slapstick  belongs  to  a  different  type  of  play  or  entertainment”   (Crook,  2015).  This  technique  is  just  one  example  of  a  method  to  employ  a  difference  in   tact  between  the  characters,  engaging  the  listener  by  providing  different  personalities   which  they  can  love  and  hate. There  are  a  few  topics  that  are  relatively  unexplored  in  audio  drama,  specifically  the   abstract  and  immaterial.  These  settings  usually  call  for  more  creative  use  of  effects  to   generate  and  emulate  unnatural  environments.  For  example;;  “the  inner  existence”,  “the   tension  and  conflict  between  interior  and  exterior”,  “internal  as  well  as  external   changes”  and  “time  transposition  and  translocation.  Flashbacks,  flashforwards,  different   ages”  (Crook,  2015).  Each  of  these  describe  the  inner  perspective  of  the  characters  as   opposed  to  the  real  world  situations  they  find  themselves  in  and  assist  in  making  the   linear  chronology  of  the  play  more  dynamic,  a  combination  of  both  inner  and  outer   aspects  leads  to  a  diverse  and  engaging  drama,  largely  unfamiliar  to  the  listener.     3.1.3  Capturing  Audio  for  Drama   When  capturing  audio  for  drama,  there  are  a  number  of  factors  that  need  to  be   considered,  the  first  of  which  is  the  nature  in  which  the  main  body  of  audio  is  recorded.   The  most  common  method  is  in  a  studio  environment,  which  generally  promises   controlled  conditions,  a  broad  selection  of  microphone  types,  audio  professionals   present  and  actors  more  inspired  and  inclined  to  give  better  performances.  “The   traditional  way  of  recording  a  radio  drama  involves  actors,  one  or  more  microphones,   and  a  device  that’s  either  recording  the  dialogue  or  broadcasting  it  live”  (Greenhalgh,   2011). This  is  usually  the  favoured  option,  as  the  recording  quality  is  also  likely  to  be   higher  overall,  however  for  the  vast  majority  of  recordists  and  drama  enthusiasts,  a   professional  recording  studio  is  an  unrealistic  resource,  hence  a  lot  of  modern  radio   drama  is  created  in  ‘bedroom  studios’;;  as  explained  further  on. Other  less  traditional  methods  are  favourable  in  different  circumstances,  such  as  to   achieve  differing  sonic  quality  or  general  feel.  For  example,  to  achieve  higher   authenticity,  recording  a  live  stage  performance  is  likely  to  warrant  a  greater  sense  of   fluidity  and  naturalism  as  the  performers  interact  with  one  another  in  the  presence  of  an   audience.    
  • 10.   7   This  has  its  advantages  over  studio  recordings  as  the  play  is  more  likely  to  be   performed  in  a  single  take  as  opposed  to  fragmented,  scene  by  scene.  Furthermore,   there  is  likely  to  be  a  presence  of  content  that  could  potentially  be  unsuited  to  studio   recordings,  such  as  audience  reaction  noise  and  chatter.  However,  complexity  arises   from  this  technique  as  explained  by  Frederick  Greenhalgh;;  (Radiodramarevival.com,   2011)  “you  need  to  account  for  a  variety  of  mics  (up  to  4  for  the  performers,  2  or  more   for  sound  effects,  then  you’ve  got  live  music,  perhaps,  and  probably  a  computer  for   supplementary  sound  effects”,  absolute  organisation  is  critical  to  success. Another  method,  which  has  only  come  around  in  modern  times  is  the  idea  of  recording   remotely.  With  amateurs  having  access  to  affordable  professional  standard  equipment   such  as  digital  audio  workstations  and  reliable  recording  technology,  almost  anyone  can   create  radio  drama,  almost  anywhere.  This  also  has  its  advantages  as  it  does  not   require  the  physical  presence  of  each  actor,  hence  costs  are  reduced.  Additionally,   there  is  more  freedom  to  choose  actors  preferentially,  and  they  could  feasibly  be   anywhere  in  the  world.  However,  this  technique  does  come  with  the  issue  that  there  is   no  physical  interaction  of  the  characters,  hence  the  resulting  performances  could  seem   disjointed  and  unnatural.   3.2  The  Soundscape;;  Acoustic  Ecology  in  Media   3.2.1  The  Quality  of  the  Soundscape   The  audible  world  is  ever-­changing.  With  the  advent  of  new  and  noisy  technology,  the   sonic  landscape  morphs  and  accommodates  as  it  needs,  creating  acoustic   environments  previously  unheard;;  the  leading  argument  being  that  this  is  not   necessarily  for  the  better.  Schafer  personally  summarises  (1977,  p.3)  that  “the  world   soundscape  has  reached  an  apex  of  vulgarity”,  alluding  to  the  notion  that  civic  or  urban   soundscapes  are  invalid  or  somehow  lesser. In  considering  a  common  soundscape  such  as  a  busy  city  street,  this  would  be  deemed   by  Schafer  a  “lo-­fi”  (low  fidelity)  soundscape  as  prevalent  throughout  is  likely  to  be  a   wash  of  vehicle  noise  and  other  man-­made  partials,  leading  to  a  smearing  and  blurring   of  noise;;  a  masking  of  lower  amplitudes  and  higher  frequencies.  Contrary  to  this,  a  “hi-­ fi”  soundscape  is  one  that  demonstrates  what  Schafer  terms  (1977,  p.4)  “clairaudience”;;   the  ability  to  hear  frequencies  independently  of  each  other,  something  that  might  be   experienced  in  a  rural  or  pastoral  setting,  where  there  is  less  of  an  overlap  of  partials.
  • 11.   8   The  different  ‘qualities’  of  soundscape  are  fitting  for  media  in  that  they  are  each   individually  specifically  environmental  and  significant  in  providing  the  listener  with   valuable  situational  information.  Within  a  piece  of  audio  based  media,  the  only   information  the  listener  receives  is  either  the  lingual  content  (be  it  news  headlines,   dialogue,  narration  etc)  or  the  environmental.  Therefore,  it  is  important  that  the   embodying  environment  is  true  to  life  and  reflects  the  exact  ‘timbre’  of  the  soundscape  it   is  emulating. All  of  this  falls  under  the  blanket  term  “acoustic  colouration”  (Wrightson,   1999),  which  can  be  used  to  describe  the  constituents  of  a  setting,  all  of  which  are   important  for  an  individual  in  building  an  image  of  a  location,  purely  aurally. When  attempting  to  emulate  or  synthesise  a  soundscape,  “aural  signposting”  is  a  useful   tool  that  can  be  employed  to  instantly  give  the  impression  of  location.  For  example,  if   the  intention  was  to  create  a  beach  soundscape;;  to  give  an  immediate  impression  of   this  location,  the  sound  of  waves,  wind  and  seagulls  would  be  more  than  enough  of  a   sonic  clue  to  drive  the  listener's  imagination,  however  this  must  be  implemented  in  a   manner  that  is  not  overpowering  or  obvious.  “Presenting  the  signpost  is  often  a  task   that  demands  clarity  above  subtlety  or  art.  It  must  be  immediately  'read'  by  the  listener”   (Beck,  2016).   3.2.2  Constituents  of  the  Audible  World   While  Schafer  and  Truax  are  predominantly  credited  with  forming  the  basis  of   understanding  and  categorisation  for  the  soundscape  relating  to  the  environment  and   listener,  there  is  much  more  that  defines  what  an  individual  recognises  as  a  personal   soundscape.  This  includes  all  the  things  that  are  exceptional  to  an  individual,  such  as   the  voices,  people,  events  and  situations  encountered. A  characteristic  of  external  soundscapes,  regardless  of  location,  is  weather.  Both  wind   and  rain  are  fundamentally  noisy  occurrences,  and  in  much  the  same  way  as  traffic  or   crowd  noise,  occupy  a  wide  frequency  band.  Natural  acoustical  phenomenon  such  as   reverberations  and  echoes  also  create  similar  effects  to  that  of  weather  but  in  a   reduced,  incidental  manner,  as  the  reflections  are  only  induced  after  a  sound  is   provided.    
  • 12.   9   A  soundscape  can  be  envisaged  to  have  what  is  called  by  Barry  Truax  (2001)  an   “acoustic  horizon”.  “We  may  speak  of  the  acoustic  horizon  as  comprising  the  most   distant  sounds  that  may  be  heard  in  a  soundscape”.  This  is  a  useful  consideration  as  it   is  prevalent  in  almost  every  soundscape  that  there  is  ‘bleed’  from  unknown  and  alien   sources,  hence  without  this  there  may  be  a  sense  of  a  falseness. Figure  1:  The  acoustic  profiles  of  two  soundmarks,  the  pipe  band  and  the  church  bells,   in  Dollar,  Scotland.  Adapted  from  Five  Village  Soundscapes,  R.M.  Schafer,  ed.,   Vancouver,  British  Columbia,  A.R.C.  Publications,  1977)   Figure  1  is  an  illustration  by  Schafer  (1977)  which  shows  the  relative  radiation  regions   of  the  different  sound  sources.  It's  clear  from  the  image  that  at  certain  positions  in  the   area,  different  intensities  of  each  sound  source  will  be  audible.  Two  people  at  different   positions  within  the  acoustic  horizon  are  likely  to  have  two  different  impressions  of  the   soundscape  of  this  particular  location.   It’s  easy  in  sonic  landscapes  for  the  impression  to  be  affected  by  unsuited  content.  “If   the  acoustic  horizon  of  a  community  includes  sounds  that  originate  outside  it,  they  act   as  a  reminder  of  such  links  to  the  outside  world”  (Truax,  2001).  Therefore,  it  is  vital  in   creating  or  emulating  certain  soundscapes  that  these  elements  are  as  reduced  as  
  • 13.   10   possible  or  excluded  entirely,  for  example  if  the  media  involved  a  generic  city  street   ambience,  which  is  deliberately  ambiguous  and  unspecific  in  its  location,  then  it  is   necessary  to  take  care  in  avoiding  content  that  links  it  to  a  location  such  as  regional  or   foreign  dialect.   3.2.3  Immersion  and  Envelopment  Qualities   Rumsey,  Berg  and  Mason  (1999)  produced  a  method  of  describing  the  main  attributes   of  subjective  sound.  Breaking  down  spatial  impression  in  to  two  key  areas;;  “source”  and   “environment”.  Source  was  assigned  a  “position”  characteristic,  whereas  environment   was  assigned  an  “envelopment”  characteristic.  The  two  types  of  sound  were  also   assigned  “dimension”  and  “diffuseness”  attributes.       The  term  ‘envelopment’  is  widely  used  in  the  field  of  spatial  audio  and  is  often   construed  to  mean  different  things  in  different  academic  situations.  For  the  purposes  of   this  project,  the  term  is  being  taken  to  describe  the  encompassing  nature  of  audio,   concerning  individual  isolated  sounds,  and  broad  spectrum  sound  walls.   “Each  sonic  image  relates  a  part  of  the  recorded  event  and  together  these  sounds   compose  a  wrap-­around  soundstage  that  envelopes  the  listener”  (Anon,  2016).       ‘Immersion’  is  also  hotly  debated  amongst  practitioners  and  professionals,  yet  the  most   common  description  is  that  of  systems  which  aim  to  enhance  or  replicate  a  sonic  picture   in  as  close  detail  as  possible.  Immersion  can  also  be  aptly  applied  to  wider  practices,   and  is  useful  in  describing  assets  which  determine  an  individual’s  connection  to  a   medium;;  for  instance,  in  socially  engaging  material  such  as  a  television  programme,  the   acting  standard,  plot  lines,  cinematography  and  stylistic  choices  all  affect  the  audiences   ability  to  become  engrossed.     Within  media,  both  immersive  and  enveloping  aspects  need  to  be  carefully  considered   as  they  go  some  way  in  describing  the  two  main  incarnations  of  sound  (post  and  pre   recording),  with  the  former  referring  more  to  the  destination  of  the  sound  (i.e.  the   playback  system)  and  the  latter  applying  to  the  impression  and  evident  location   portrayed  by  the  sound.  The  execution  of  each  of  these  qualities  determines  the  overall   success  of  the  created  media.  “An  audio  system  should  reproduce  virtual  images  of   each  recorded  sound  presenting  the  listener  with  its  apparent  source  location  in  a  three-­ dimensional  space”  (Anon,  2016).    
  • 14.   11   Sound  quality  is  a  term  used  to  analyse  audio  comparatively  and  quantifiably.  Above  all,   a  given  sound  article  should  retain  clarity  in  order  for  the  listener  to  favour  it.  As  a   general  outlook,  Acousticfrontier.com  states  of  clarity  (2016):  “of  paramount  importance   is  dialogue  intelligibility  in  movies,  but  one  must  be  able  to  understand  musical  lyrics,   detect  quiet  background  details,  and  distinguish  the  timbre  of  each  instrument”.  More   specifically,  clarity  refers  to  the  ability  of  the  audience  to  track  and  understand  sonic   aspects,  not  restricted  to  specific  dialogues  or  instruments  for  example,  it  should  be   easy  for  the  audience  to  pin-­point  and  centre  themselves  on  many  different  aspects  of   the  scene.     When  attempting  to  broadcast  a  balanced  recorded  or  synthesised  environment,  it’s   important  that  clarity  is  maintained  as  discrepancies  instantly  cause  the  illusion  to  be   broken.  “Proper  envelopment  requires  that  the  soundstage  be  seamless  left  to  right,   without  interruption  by  holes  or  hot  spots  caused  by  speaker  level  imbalance  or  poor   placement”  (Anon,  2016).  To  enhance  the  immersive  properties  of  a  system,  the   predominant  method  is  to  provide  the  listener  with  sound  horizontally  and  vertically,   “one  approach  is  to  surround  the  listener  with  a  huge  array  of  loudspeakers,  each  fed   with  its  own  audio  channel”.  (Hirst,  2006).       In  an  investigation  by  Power  et  al.  (2014),  different  listening  systems  playing  a  set  of   ambisonic  recordings  were  tested  and  analysed  by  a  set  of  unbiased  users.  The   objective  of  this  investigation  was  to  see  if  the  subjects  could  notice  audible  differences   between  the  different  setups.  It  was  concluded  by  Rumsey  (2015)  “For  some  types  of   audio  material,  particularly  where  there  is  obvious  overhead  content,  listeners  can  hear   clear  differences  between  immersive  and  conventional  surround  mixes.  The  increase  in   envelopment  though,  seems  relatively  marginal  compared  with  the  best  horizontal   surround”.  Returning  to  the  ideas  of  clarity  and  focus,  it  is  apparent  from  the   experiments  that  “localization  of  sound  objects  seems  to  be  improved  the  more   speakers  are  added”  (Rumsey,  2015).  Therefore,  it  could  be  said  that  envelopment  is   only  enhanced  to  relative  degrees,  in  that  large  systems  do  not  generally  help  the   overall  impression  of  depth  and  width,  only  height  is  noticeable;;  however  the  isolation  of   pin-­point  sound  objects  is  more  tangible  in  bigger  speaker  systems.          
  • 15.   12   In  domestic  settings,  these  types  of  systems  are  not  a  realistic  expectation  as  a  large   amount  of  audiences  do  not  have  the  means  to  achieve  them.  Hirst  also  goes  on  to  say   (2006)  “this  is  not  a  practical  approach”  and  instead  “spatial  audio  systems  usually  rely   on  other  methods  to  produce  ‘phantom  images’  which  are  sound  sources  that  emanate   from  a  point  in  space  where  there  is  not  a  loudspeaker.”  Hence  it  is  commonplace  that   audio  systems  remain  stereoscopic  due  to  ease  of  use  and  familiarity.     Binaural  audio  is  an  extremely  convincing  technique  that  aims  to  replicate  the  exact   sonic  impression  personal  to  a  listener.  “Standard  binaural  technology  involves  the   encoding  of  a  source  signal  using  either  microphone  recording  or  convolution.  The   encoded  signals  are  then  replayed  through  headphones  so  that  ideally  the  listener  can   be  presented  with  the  same  ear  signals  as  if  they  were  actually  there”  (Hirst,  2006).  The   benefit  of  binaural  recording  is  that  there  is  positional  information  that  is  just  entirely   absent  in  standard  stereo;;  there  is  more  of  an  impression  of  depth  in  binaural  audio,  the   resulting  recording  sounds  a  lot  less  ‘flat’  than  stereo.  “The  resulting  recorded  signals   will  contain  cues  that  are  essential  to  human  spatial  hearing  (Interaural  time  and  level   differences  and  head  related  transfer  functions)”  (Begault,  1991).     As  a  result  of  the  specificity  and  individualism  of  binaural  audio,  there  are  drawbacks  to   the  method.  Firstly,  the  audio  can  be  perceived  differently  by  different  people  due  to  the   personal  nature  of  the  HRTFs  present  in  the  recording  stage,  as  everyone’s  heads  and   ears  are  shaped  differently.  “The  realism  of  spatial  perception  in  binaural  reproduction   can  be  variable.  This  is  mainly  due  to  variations  in  individual  pinna  shapes”  (Begault,   1991).       Secondly,  the  typical  reproduction  of  the  audio  content  is  ideally  through  headphones,   in  order  to  give  as  close  to  the  exact  replication  of  the  soundscape  as  possible,   playback  on  speaker  systems  does  not  provide  the  same  results  as  headphones.   However,  “it  is  possible  to  replay  binaural  signals  over  loudspeakers;;  this  technology  is   known  as  transaural  audio.  The  problem  that  transaural  reproduction  attempts  to   overcome  is  that  when  binaural  signals  are  played  over  loudspeakers,  crosstalk  occurs”   (Griesinger,  1989).  Crosstalk  is  an  artefact  of  stereo  playback,  where  one  audio   channel  interferes  with  the  other  in  the  form  of  an  attenuated  and  slightly  delayed   version  of  itself.  “Unlike  stereo  where  crosstalk  is  essential  to  the  process”  (Hirst,  2006).      
  • 16.   13   3.3  Existing  Materials   3.3.1  Object-­Based  Audio   In  recent  times,  there  has  been  call  for  the  delivery  of  audio  to  move  on  from   multichannel  formats  (stereo,  5.1,  7.1  surround  etc.)  due  to  the  never  before  wide   availability  of  media  at  the  push  of  a  button.  “The  term  ‘object-­based  media’  has   become  commonly  used  to  describe  the  representation  of  media  content  by  a  set  of   individual  assets  together  with  metadata  describing  their  relationships  and  associations”   (Armstrong  et  al.,  2014).  This  delivery  format  sends  audio  information  encoded  along   with  logistical  data  to  the  playback  system  which  then  builds  the  mix  and  outputs  it  to   the  speaker  system.   The  development  of  technology,  mobile  in  particular,  has  resulted  in  the  consumption  of   media  to  change  drastically  in  recent  years.  “Today  the  number  of  different  devices  that   can  be  used  to  consume  linear  content  (TV  and  Radio)  is  very  large”  (BBC  2015),  this   means  that  listeners  are  using  an  ever-­growing  variety  of  technologies  to  experience   media;;  ranging  from  smartphones  and  smart  TV’s  to  even  watches. In  addition  to  playback  devices,  listening  devices  also  vary  vastly  nowadays.  The  field  is   dominated  by  headphone  listeners  due  to  ease  of  use  and  affordable  cost.  “Thanks  to   improved  mobile  technology  and  the  popularity  of  headphone  listening,  the   environments  in  which  audiences  consume  linear  content  also  vary  widely”  (BBC,   2015).  As  such,  it  is  important  that  broadcasters  cater  to  personal  device  choice,  by   delivering  audio  that  is  customisable  and  can  be  manipulated  to  fit  the  chosen  device  or   purpose  best. The  BBC  describes  (2015)  four  ways  in  which  object-­based  broadcast  extends  and   enhances  user  experience: •   The  first  is  by  adapting  to  suit  the  particular  device  or  system.  “Someone   viewing  content  on  a  mobile  phone  is  likely  to  want  a  different  version  of  the   programme  to  someone  viewing  on  a  large  screen”.  With  object-­based  audio,   the  mix  could  be  altered  to  work  better  on  the  user’s  system.   •   Adapting  to  suit  the  user’s  environment.  One  example  being  “in  the  presence  of   a  lot  of  background  noise  the  viewer  might  need  the  dialogue  to  be  louder  in   the  mix.”  Something  that  is  largely  unachievable  in  multichannel  audio  yet   quite  feasible  in  object-­based.  
  • 17.   14   •   Adapting  to  suit  the  person  specifically.  Purely  down  to  personal  preference,  an   individual  may  prefer  a  different  balance  between  sonic  aspects,  such  as  thicker   ambiences  or  louder  sound  effects.  “Or  perhaps  a  viewer  of  the  news  is  very   interested  in  a  particular  sports  team.  An  object-­based  approach  could  allow  a   viewer  to  have  the  programme  content  tailored  to  their  taste  or  mood”.   •   Finally,  full  interaction.  The  BBC  likens  this  to  game  audio,  as  a  form  of  object-­ based  audio  that  has  been  around  for  many  years.  “In  order  to  interact  with  a   computer  game  the  whole  experience  has  to  be  driven  by  mutable  data”.   The  same  principles  apply  for  the  future  of  broadcast  where  each  aspect  of  a   piece  of  media  could  be  interacted  with  and  manipulated.   Figure  2:  Traditional  Broadcasting  Vs  Object-­Based  Broadcast  (Cox,  2015).
  • 18.   15   The  illustration  shown  in  figure  2  describes  the  ‘before  and  after’  of  media  broadcast   and  highlights  the  key  differences  and  features  in  both  traditional  and  object-­based   broadcasting. The  capabilities  of  object-­based  systems  do  not  stop  at  audio;;  the  principles  also   extend  to  fields  such  as  interfacing.  A  more  specific  example  is  in  web  development   with  the  use  of  ‘responsive  design’,  where  each  user  is  given  the  same  data  however  it   is  formatted  differently  on  their  device.  “The  same  information  is  provided  to  web   viewers,  but  the  design  and  layout  is  adapted  in  response  to  device  the  viewer  is  using   to  look  at  the  page”  (BBC,  2015).   3.3.2  The  ‘39’  Project  (Platthaus  &  Fell)   The  ‘39’  Project  is  a  mobile  application  for  iOS  and  Android  designed  and  realised  by  Dr   Isabel  Platthaus  and  Achim  Fell.  It  is  a  form  of  audio  drama  in  which  the  user  is   immersed  through  interactive  and  audiovisual  means.  The  story  follows  a  singular   protagonist  through  an  engaging  and  thrilling  plot  with  the  listener  in  the  ‘driving  seat’. According  to  Isabel  Platthaus  (2015),  the  application  “works  on  the  principle  that  you   (the  listener)  release  an  audio  clip  by  interacting”.  This  is  situational  and  is  used  to   generate  and  drive  story  orientated  content,  be  it  in  response  to  a  character  or   circumstance.  This  technique  is  useful  as  it  allows  the  player  to  control  the  pace  of  the   audio  drama,  and  explore  the  outcome  at  their  own  discretion;;  however,  it  is  notable   that  the  storyline  is  predetermined  and  not  defined  by  the  interaction. The  most  prominent  feature  is  the  gamification  of  the  audio  and  visual  elements,  this   constitutes  the  main  body  of  the  application  as  its’  primary  function  is  to  get  the  user   more  involved  with  immersive  media  through  the  combination  of  3D  audio,  physical   interaction  and  engaging  plotlines.  In  the  creation  of  the  application,  it  was  ensured  that   the  game  elements  did  not  detract  from  or  make  inaccessible,  any  narrative  content.   Meaning  it  is  not  necessary  for  the  user  to  consistently  interact  for  them  to  receive  a   whole  and  fulfilled  experience;;  the  concept  of  user  interaction  merely  enhances  the   playback,  rather  than  dictates  it.
  • 19.   16   One  method  through  which  the  ‘gameplay’  was  augmented  was  through  mini-­game   type  instances,  in  which  the  user  would  complete  a  time  based  challenge  or  manipulate   an  object  for  example,  in  order  to  access  deeper  narrative  and  denser  plot.  Achim  Fell   explained  the  design  of  the  ‘wheel  of  thoughts’;;  a  circulating  object  that  when  spun  at   specific  tempos,  unlocks  monologue  content  in  the  perspective  of  the  protagonist  -­  not   vital  to  the  plot,  yet  adding  a  layer  of  subtext. Paraphrasing  Fell  (2015),  “the  aim  was  interaction,  not  participation”.  In  other  words,   the  importance  is  focussed  on  getting  the  user  involved,  yet  not  depending  on  the  user   to  propagate  the  media  solely.  He  goes  on  to  say  that  “interactivity  can  also  disrupt  an   immersion  to  a  story”,  therefore  it  is  important  to  consider  the  balance  at  which  the   interaction  methods  are  implemented.  There  should  be  suitable  means  for  the  user  to   experience  the  media  with  zero  interaction,  should  they  choose  it.  The  project  features   this  in  that  a  linear  radio  play  version  is  also  available  for  those  who  prefer  to  passively   experience  multimedia  rather  than  engage  personally. The  experience  is  intensified  by  the  inclusion  of  audiovisual  techniques  as  means  for   “another  form  of  immersion  into  the  story”.  Fell  declares  that  “we  try  to  give  the  visuals  a   kind  of  gap,  to  give  an  emptiness  yet  room  for  imagination,  and  of  course  for  listening  to   the  story".  The  visual  content  is  not  so  vivid  that  it  drastically  affects  the  user’s   impression  of  the  story,  or  so  lacking  that  it  is  unnecessary;;  the  purpose  for  aesthetic   aspects  is  to  embellish  the  non-­visual,  and  as  Fell  terms  it  “highlight  the  immersive  and   suggestive  potential  of  sound".   Platthaus  summarises  (2015)  that  this  application  only  scratches  the  surface  of  the   potential  of  object-­based  audio,  it  is  “only  one  step”,  it  is  “time  consuming,  expansive,   elaborate,  much  more  than  a  conventional  radio  play”  and  that  technology  and  society   must  “move  with  radio,  and  beyond  radio”.  
  • 20.   17   4.  The  Investigation   4.1  Background   It  was  decided  from  the  outset  that  the  investigation  would  take  the  form  of  a  radio   drama  due  to  the  wide  spectrum  of  creative  aspects  that  can  be  implemented  and   controlled  via  interaction.  Another  reason  for  this  choice  was  due  to  the  familiarity  of  the   processes  and  principles  involved,  including  recording,  post  processing,  sound  design   and  the  creation  of  applications  and  systems  in  Objective-­C++  and  Max  programming.     4.2  Work  Flow   The  first  stage  was  to  determine  the  type  of  radio  play  that  should  be  created,  one  of   the  important  factors  that  decided  this  was  the  facilities  available,  for  example,  the  most   straightforward  and  appropriate  method  for  recording  the  dialogue  and  foley  effects  was   to  record  in  studios  as  the  means  were  readily  available  for  use  and  the  technology  was   of  professional  quality,  as  opposed  to  recording  a  live  performance  as  the  resulting   drama  would  include  crowd  chatter  and  other  sounds  such  as  laughter,  which  would  be   undesirable  artefacts.  Also,  recording  this  way  allowed  for  complete  control  over  the   recording  environment  and  hence  eliminated  the  chance  for  intrusive  sonic  aspects.     Once  the  drama  type  was  determined  and  the  script  created  (as  discussed  later),  the   next  stage  was  to  begin  the  recording  of  the  media  such  that  enough  content  was   produced  in  order  to  begin  prototyping.  The  main  focus  was  on  the  dialogue,  leaving   atmospheres  and  foley  effects  to  the  later  stages.  The  specifics  of  the  recording   process  are  detailed  in  latter  sections,  however  it  was  important  to  capture  the  dialogue   of  the  main  characters,  particularly  that  of  which  the  actors  were  available  for  limited   periods  of  time,  this  is  because  the  main  dialogue  is  the  dominant  driving  force  in  the   delivery  of  the  plotline.     Next  came  the  prototyping  stage.  At  this  point  it  was  decided  that  the  interactive   aspects  would  control  the  audio  content  itself  by  panning  realistically,  according  to  a   series  of  rules  and  algorithms  determined  in  the  program  and  hence  the  system  was   implemented  in  Max,  utilising  a  third-­party  iPhone  application  called  c74;;  however,  this   changed  further  on  in  the  process  due  to  Max  and  c74’s  inability  to  handle  the  amount   of  audio  needed  consistently  and  convincingly.      
  • 21.   18   Alongside  this,  other  audio  and  effects  were  recorded  for  the  drama,  comprising  of  the   less  vital  audio  used  for  more  textural  and  contextual  purposes,  such  as  foley  effects   which  add  important  information  to  a  scene  but  do  not  generally  determine  its  outcome,   only  enhance  its  dramatic  effect;;  and  also  the  soundscape  beds  and  atmospheres,   helping  in  providing  a  realistic  expectation  of  how  the  final  audio  drama  would  sound.     The  next  planned  stage  was  to  receive  user  feedback  of  the  working  prototype  created,   however,  it  was  at  this  point  that  it  was  decided  that  the  interaction  methods  would   change.  The  reasoning  for  this  was  that  during  the  prototyping  process,  as  the  system   developed  and  grew  larger,  the  latency  induced  by  the  sheer  number  of  active  sections   caused  the  audio  playback  to  be  drastically  lagged  by  the  ongoing  process.   Consequently,  it  was  decided  that  the  interactive  elements  should  control  the   progression  as  opposed  to  panning  the  audio.       As  a  result  of  this  change  of  direction  and  the  therefore  delayed  development  of  the   application,  the  user  feedback  process  was  not  conducted.  This  was  also  a  reason  as   to  why  the  original  objective  of  surround  sound  playback  was  not  achieved,  however   these  aspects  do  not  detract  from  the  overall  achievement  as  established  in  the   research,  headphones  are  the  predominant  method  of  consumption.  It  was  concluded   that  surround  sound  is  not  available  to  a  lot  of  the  consumer  hence  would  potentially  be   a  wasted  resource.     Once  the  application  played  back  the  audio  in  the  required  manner,  with  the  looping   and  transitions  functioning  as  intended,  the  remaining  factor  was  the  user  interface.  The   thought  behind  this  aspect  was  to  keep  it  as  simplistic  as  possible  such  that  it  is  familiar   to  the  user  like  other  audio  based  applications  such  as  media  and  music  players.  As   supported  in  the  research,  visual  aspects  help  in  stimulating  imagination  without   dictating  it,  therefore  it  was  necessary  to  include  basic  images  to  provide  a  conceptual   outline,  the  stylistic  approach  to  this  was  to  use  silhouettes  in  order  to  leave  more  to  the   user’s  mind.              
  • 22.   19   4.3  Creative  Process   4.3.1  Plot   Deciding  on  a  fitting  plot  line  was  difficult  in  the  sense  that  there  are  limitless   possibilities  in  terms  of  creativity  with  radio  drama,  the  only  restrictions  are  the  actors   available  and  audio  content  achievable.  In  the  end  it  was  decided  that  the  plot  would   follow  a  young  man  through  meeting  a  girl  to  eventually  dating  her,  and  along  the  way   are  different  tasking  and  some  dangerous,  social  situations.  This  plot  line  was  chosen   because  the  most  readily  available  actors  were  of  that  age  range  and  were  also   unprofessional,  hence  to  create  a  plot  that  was  technically  difficult  to  perform  would   lead  to  an  obviously  amateur  attempt.  As  the  BBC  implores  (2016);;  “write  about  a  world   you  know”,  this  ensures  that  the  perspectives  and  approach  are  likely  to  be  the  closest   they  can  be,  and  also  makes  the  process  more  personal  and  enjoyable.     As  an  additional  aspect  to  make  the  radio  drama  and  plot  more  engaging,  the  lead   character  was  made  to  have  sight  problems  resulting  from  a  freak  accident  in  his   younger  days.  Blindness  however  is  not  a  new  concept,  but  one  that  is  proven  to  work   as  “plays  such  as  MacNeice  The  Dark  Tower  (1946),  Dylan  Thomas’s  Under  Milk  Wood   (1954),  Pinter’s  A  Slight  Ache  (1959)  and  Barry  Bermange’s  No  Quarter  (1962)  –  to   mention  but  a  few  have  all  used  the  theme  of  blindness”  (Dramaonlinelibrary.com,   2016).     This  paves  the  way  for  creative  and  interesting  use  of  processing  and  effects  in  order  to   create  a  sonically  intriguing  flashback  scene  to  justify  his  problems,  to  reiterate  Tim   Crook  (2015),  relatively  unexplored  areas  for  radio  drama  include:  “time  transposition   and  translocation.  Flashbacks,  flashforwards,  different  ages”  and  “the  inner  existence”,   and  hence  considering  this  it  was  also  decided  that  there  would  be  a  conflict  within  the   main  character’s  mind,  portrayed  by  two  arguing  halves  of  the  brain  which  begin  the   story  and  interject  periodically  to  comment  on  the  actions  of  the  main  character.  The   beginning  was  intended  to  be  deliberately  ambiguous  so  that  the  listener  starts  off   unsure  and  guessing  ahead  as  to  what  the  mind  voices  are  referring  and  alluding  to.        
  • 23.   20   4.3.2  Character   The  characters  were  largely  designed  to  cater  for  the  skill  level  and  professionalism  of   the  actors  available  as  previously  explained.  The  main  character,  Keith,  was  written  to   attract  sympathy  and  empathy  from  the  listener  as  is  made  imperative  by  Tim  Crook’s   ground  rules,  this  was  done  not  only  by  having  physical  disadvantages,  but  also  by   being  somewhat  of  a  social  pariah.  This  personality  was  chosen  due  to  the  familiarity  of   awkward  social  situations  by  people  of  a  similar  age  range,  and  therefore  to  potentially   attract  more  empathy  in  that  respect.     The  main  supporting  character  was  Keith’s  love  interest,  Suzie.  Suzie  was  intended  to   come  across  as  very  outgoing  and  laid  back  so  as  to  provide  a  complete  contrast  to   Keith.  Suzie  was  also  made  intentionally  motherly  in  attempt  to  consolidate  the   audience’s  feelings  towards  Keith,  that  of  pity  and  compassion,  and  provide  the  caring   role  that  is  needed  in  response  to  such  a  flawed  main  character.     As  mentioned,  accompanying  the  main  character  were  his  mind’s  voices.  These  two   were  designed  to  be  very  contrasting,  one  being  logical,  methodical  and  innocuous,  and   the  other  being  bolshie,  outgoing  and  somewhat  obtuse  to  reflect  the  two  conflicting   personalities  within  Keith,  and  ultimately  be  the  reason  for  his  innate  social  problems.   The  two  mind  voices  were  also  intended  as  a  kind  of  narrator  role,  interjecting   sporadically  to  summarise  and  guide  the  storyline.  One  of  the  voices  in  particular  was   also  intended  to  add  an  increased  sense  of  humour  into  the  drama,  in  accordance  with   Crook’s  guidance  (2015)  of  having  “one  character  who  uses  humour  to  deal  with  difficult   situations”,  of  which  there  numerous.                    
  • 24.   21   5.  Recording  and  Post  Processing   5.1  Background   When  creating  radio  drama,  one  of  the  most  important  considerations  is  how  the  audio   should  sound.  This  comes  down  to  a  few  key  things.  Firstly,  the  purpose  of  the  audio;;   whether  it  is  ambient  or  direct,  or  personal  or  generic.  Secondly,  the  desired  tonality  of   the  audio,  for  example  for  a  main  dialogue,  be  it  present  and  obvious  or  distant  and   subtle.  Finally,  the  setting  of  the  audio,  the  impression  the  audio  is  intended  to  portray   and  how  this  is  achievable.       5.2  Components   5.2.1  Atmospheres   Atmospheres  are  an  important  feature  of  a  scene,  as  they  are  key  in  issuing  aural   signposting,  and  almost  individually  determine  the  spatial  impression  of  the  given   location.  Without  this  there  is  limited  immersive  quality,  with  the  sole  reliance  being  on   the  descriptive  dialogue  instead.     A  particular  challenge  within  the  audio  drama  was  creating  a  soundscape  that  is  a   representation  of  something  entirely  abstract  -­  the  human  mind.  It  was  decided   immediately  in  the  plot  creation  stage  that  there  would  be  scenes  that  feature  two   contrasting  voices  within  the  main  character’s  mind,  to  imply  a  ‘good’  and  ‘bad’  sides.   The  challenge  came  in  determining  what  their  environment  would  sound  like.     It  was  weighed  up  that  it  could  perhaps  be  a  very  ethereal  sound  with  high  reverbs  and   alien  tones,  but  this  would  detract  from  the  immediacy  and  closeness  desired.  Or  it   could  simply  be  the  general  world  soundscape  but  attenuated  each  time  the  mind   voices  spoke  through  ducking,  yet  this  could  become  confusing  and  cluttered.   Ultimately  the  most  favoured  option  was  to  bring  the  listener  into  the  mind  by  creating   its  own  idiosyncratic  environment.  This  choice  was  justified  by  the  inclusion  of  the   opening  scene  which  occurs  solely  in  the  main  character’s  head,  it  was  necessary  to   engineer  a  particular  sound  world  as  a  reference  for  each  occasion  in  which  the  mind   voices  speak.          
  • 25.   22   The  way  this  was  carried  out  was  by  creating  low  frequency  rumbling  sounds  to   generate  a  finger-­in-­ear-­like  impression.  Accompanying  this,  every  point  at  which  the   mind  soundscape  interjects,  the  pre-­existing  soundscape  can  be  heard  but  as  a   muffled,  attenuated  version  of  itself.  This  is  so  the  listener  is  not  completely  removed   from  the  location  at  each  interruption,  and  retains  ever-­important  situational  information.     Another  challenging  scene  was  the  club  scene  as  this  takes  place  in  a  notoriously  loud   environment,  somewhere  where  it  would  be  virtually  impossible  to  get  a  suitable   recording  without  encountering  distortion  and  copyrighted  music.  The  solution  to  this   was  to  source  some  fitting  music  and  engineer  it  to  sound  as  if  it  was  coming  from   multiple  speakers  in  a  suitably  sized  and  populated  room.  The  method  for  this  was  to   induce  stereo  width  where  there  was  none,  using  Logic  Pro  X’s  stereo  spread  plug-­in.   “Stereo  Spread  extends  the  stereo  base  by  distributing  a  selectable  number  of   frequency  bands  from  the  middle  frequency  range  to  the  left  and  right  channels”  (Apple   Inc,  2009).       An  example  plug-­in  setup  of  one  of  the  three  constituent  tracks  is  shown  in  figure  3,  it   shows  that  the  low  frequencies  are  largely  left  alone,  yet  the  middle  and  upper   frequencies  are  spread.  This  gives  a  pseudo  impression  of  width,  as  if  the  club’s  high   frequency  speakers  are  surrounding  the  characters,  yet  the  low  frequency  are  more   broad  –  similar  to  that  of  a  surround  sound  system  where  the  sub  is  omnipresent  but   the  other  speakers  are  more  positional.  Aside  from  this,  other  similarly  affected  music   tracks  were  added  to  thicken  the  mix  along  with  crowd  and  bar  noise.   Figure  3:  Screenshot  of  the  Stereo  Spread  plug-­in  in  Logic  Pro  X  (2013).  
  • 26.   23   5.2.2  Dialogue   Arguably  the  most  important  aspect  of  a  radio  drama  is  the  dialogue  being  performed.   Given  its  importance,  it  is  necessary  to  take  extra  care  in  the  production  of  it.  The   prosody  of  speech  and  it's  encompassing  sonic  landscape  are  vital  in  ensuring  vocal   characteristics  fit  suitably  and  create  immersive  and  authentic  media.  The  ear  is   naturally  fine  tuned  to  human  speech  such  that  the  most  minute  discrepancies  can  be   glaring  to  the  listener  and  detract  from  the  overall  achievement  irreparably.  It  is   therefore  so  vital  that  main  dialogue  is  unblemished  by  pops,  clicks  and  the  like,  that  it   remains  naturally  rhythmic  and  that  extra  care  and  close  monitoring  is  used  in  order  to   detect  inappropriate  attenuation  or  frequency  imbalances.     Within  the  drama  there  are  two  main  contrasting  dialogue  types  used.  The  first  of  which   is  in  the  mind  scenes,  where  the  two  characters  are  intended  to  sound  close  and   immediate  (figure  4).  It  was  decided  that  they  would  be  recorded  isolated  from  the  ‘real   world’  dialogue  actors  as  they  warranted  a  completely  different  tone,  and  hence  a   different  microphone  set  up.           Figure  4:  The  arrangement  of  two  AKG  C414’s  positioned  around  8  –  10  inches  from   the  actors.    
  • 27.   24   This  close  mic  setup  allowed  for  complete  control  over  each  character’s  dialogue  and   captured  a  warmer,  more  direct  sound  as  a  result  of  the  short  microphone  distance,  yet   provided  the  means  to  retain  the  fluidity  and  naturalism  necessary  for  a  convincing   performance,  by  allowing  eye  contact  and  communication.  This  also  helped  in   developing  ad-­libbed  dialogue,  further  adding  to  the  more  conversational  approach.     The  second  type  of  dialogue  was  that  of  the  main  characters,  this  was  intended  to  be   more  indirect  and  spaced  sounding.  The  above  technique  was  unfavourable  due  to  the   fact  that  day  to  day  conversation  rarely  sounds  as  present  as  that  audio  captured.  The   final  decision  was  to  have  all  the  actors  work  around  one  configuration  of  microphones   so  that  they  could  communicate  in  the  same  way  as  the  previous  setup,  but  with  a   suitable  distance  so  that  the  timbre  of  the  audio  capture  was  appropriate.       For  example,  in  the  club  scene,  the  actors  have  raised  voices  to  compete  with  the   music,  the  distance  benefited  this  as  it  allowed  for  a  more  genuine  representation  of  the   conflicting  and  inaudible  frequencies  of  the  voice  and  music  in  this  environment.  Figure   5  shows  the  arrangement  used  for  the  restaurant  scene,  this  gives  the  actors  free  reign   to  interact  with  one  another  in  a  ‘round  table’  type  setting,  aiding  the  conversational   approach  once  more,  with  more  means  to  interject  in  a  less  robotic  manner;;  an   important  attribute  in  the  busier  scenes  of  the  play.       Figure  5:  The  arrangement  of  two  AKG  C414’s  in  a  Blumlein  pair  setup.  
  • 28.   25   5.2.3  Foley  &  Spot  Effects   Sound  effects  are  also  vital  in  delivering  and  enhancing  authenticity;;  a  scene  without   them  is  likely  to  sound  hollow,  lacking  and  shallow.  There  were  a  variety  of  different   effects  required  throughout  the  play,  some  of  which  are  easiest  to  source  from  sound   libraries  such  as  heart-­rate  monitors  and  explosion  sounds,  and  others  which  required   specific  performance  such  as  cutlery  and  footstep  sounds.     One  importance  of  foley  effects  is  in  creating  a  sense  of  movement  within  a  scene.   Without  any  form  of  footsteps  or  clothing  rustling,  there  is  no  audible  indication  that  the   characters  are  changing  locations  other  than  the  dialogue  panning  in  to  position,  and   with  just  dialogue  moving,  the  impression  tends  to  be  that  the  character  is  ‘floating’   which  sounds  unrealistic  and  false.  In  particular  scenes,  the  motion  of  the  characters  is   necessary  to  present  the  correct  impression,  for  example  in  the  flashback  scene,  the   footsteps  and  rustling  noises  indicate  that  the  soldiers  are  moving  in  to  position,  not   only  reinforcing  the  feeling  that  something  is  being  built  up  to,  but  also  injecting  more   flow  into  an  otherwise  static  scene.     There  is  no  scene  in  which  effects  are  more  important  than  the  flashback  as  the  whole   soundscape  is  built  up  almost  entirely  of  sound  effects  and  dialogue,  there  is  no  specific   atmosphere  recorded  other  than  some  room  tone  to  indicate  the  interior  location.  This  is   because  the  stylistic  approach  was  to  make  the  content  very  blurred  and  unfocused   sounding  to  indicate  that  it  is  in  the  past,  and  there  is  no  general  atmosphere  to  do  this,   like  there  is  with  a  city  street  for  example.  One  reason  for  which  this  scene  was  difficult   to  create  was  due  to  dealing  with  the  idea  of  deafness  resulting  from  the  explosions,  the   methodology  behind  this  was  to  add  in  a  tinnitus  style  noise  as  this  is  ubiquitous  to  all   listeners  that  there  is  a  clear  loss  of  sense  and  helps  in  making  the  scene  quite   uncomfortable  to  listen  to.     Another  instance  where  the  success  of  a  scene  is  dependant  on  foley  effects  is  in  the   restaurant.  During  the  confrontation  of  the  waiter,  the  main  character  is  punched,  and   this  in  itself  is  a  notoriously  troublesome  effect  to  implement  due  to  the  ease  of  which  it   can  come  across  as  slapstick  or  ‘cheesy’,  but  moreover  the  difficulty  came  with  getting   a  convincing  balance  of  plate  rattles  and  table  and  chair  scrapes  so  as  to  not  sound  too   forced  and  deliberate.  Foley  effects  added  to  sonify  actions  rather  than  movements  are   used  to  enhance  the  dramatic  effect  of  a  character’s  motion  or  activity.  
  • 29.   26   5.3  Binaural  Versus  Stereo   Within  the  research  it  is  established  that  binaural  audio  is  generally  perceived  as  a   more  immersive  and  enveloping  medium  of,  due  to  its  ‘real  world’  representation  of  a   soundscape;;  and  with  the  intention  that  the  play  is  experienced  via  headphones,  it  only   made  sense  to  utilise  this  technique  for  the  most  convincing  results  possible.     As  a  part  of  making  interactive  audio  drama,  the  immersion  is  obviously  of  utmost   importance,  and  hence  standard  stereo  formatting,  while  convincing,  does  lack  a  certain   sense  of  depth  that  is  more  easily  achievable  with  binaural,  which  provides  a  more   ‘transparent’  type  of  soundscape  for  the  listener.       6.  Interactivity  and  Application  Development   6.1  Background   There  are  a  wide  variety  of  interactive  media  nowadays,  and  with  object-­based   approaches  the  possibilities  are  ever  expanding.  When  deciding  upon  the  possible   interaction  methods  for  the  audio  drama,  it  was  necessary  to  weigh  up  the  achievable   against  the  worthwhile  and  create  an  immersive  experience  with  suitable  user  familiarity   such  that  there  is  no  learning  curve  or  other  lengthy  processes  involved.  As  a  result,  it   was  concluded  that  the  means  for  interaction  will  utilise  a  pre-­existing  device  and  hence   iPhone  was  chosen  due  to  its  popularity  and  application  customisability.     6.2  Interactivity   It  was  stated  from  the  outset  that  the  radio  drama  needed  the  interactive  element  to   push  the  user  on  from  the  ‘sit  back  and  listen’  mentality.  Originally  it  was  decided  that   the  interactive  element  would  come  from  the  user  physically  modifying  the  sonic   character  of  the  drama  by  panning  certain  aspects  as  if  the  user  was  turning  the  head   of  the  main  character,  however,  coming  back  to  Achim  Fell’s  point  that  “interactivity  can   also  disrupt  an  immersion  to  a  story”  (2015),  it  was  concluded  (and  from  the  prototyping   stage)  that  this  did  not  sound  natural  or  convincing  and  seemed  more  of  an  intrusive   gimmick  than  a  feature.  Hence  it  was  decided  that  in  a  similar  fashion  to  The  ’39’   Project,  the  user  would  be  given  control  of  the  pace  of  the  experience  rather  than  the   sonic  character.    
  • 30.   27   When  controlling  the  pace  of  the  media,  it  was  important  that  the  immersive  aspects   were  disrupted  as  little  as  possible,  therefore  it  was  determined  that  the  background   ambiences  and  reoccurring  sound  effects  would  loop  endlessly  and  convincingly,  and   that  the  user  would  simply  press  the  ‘skip’  (as  indicated  by  a  fast  forward  icon)  button  in   order  to  proceed  with  the  drama,  which  would  in  turn  cease  the  playback  of  that  scene’s   atmosphere.  A  consideration  that  has  been  made  is  that  some  listeners  may  not  want  to   be  so  involved  with  the  propagation  of  the  media,  and  may  just  want  to  listen  to  the  play   linearly  and  continuously.  Consequently,  a  ‘play  all’  feature  was  implemented  which   would  allow  the  user  to  listen  to  a  set  version  of  the  play  which  transitions  automatically.     The  reasoning  for  the  interactive  aspects  was  to  utilise  ideas  put  forward  by  Isabel   Platthaus,  that  by  interacting,  extra  content  is  revealed.  Not  content  that  is  crucial  to  the   development  of  the  story,  but  content  that  assists  with  the  listener’s  immersion.   Platthaus  explains  (2015),  that  the  application  “works  on  the  principle  that  you  (the   listener)  release  an  audio  clip  by  interacting”,  and  this  is  the  same  principle  on  which   the  application  and  drama  is  based  –  the  listener  releases  the  scene  audio  by  pressing   play  on  each  app  screen.     Utilising  a  principle  of  object-­based  audio,  it  is  stated  previously  that  “in  the  presence  of   a  lot  of  background  noise  the  viewer  might  need  the  dialogue  to  be  louder  in  the  mix”   (BBC,  2015),  as  a  result  of  this  it  was  decided  that  this  would  be  a  very  apt  feature  for   an  application  of  this  nature.  However,  these  methods  were  to  be  implemented  such   that  the  user  has  control  of  the  volume  on  each  scene,  yet  retaining  the  immersive   atmosphere  generated.     6.3  Prototyping   Originally  it  was  decided  that  the  interaction  methods  would  be  via  the  user  controlling   the  audio  itself.  The  system  was  initially  developed  and  showcased  in  Max  due  to  its   familiarity,  ease  of  use  and  visual  nature.  When  determining  what  the  physical  interface   would  consist  of  it  was  clear  that  an  XY  interface  would  be  more  suitable  than  a  simple   slider,  at  the  risk  of  being  less  intuitive  for  the  user.  As  a  result  of  this  decision  it  was   necessary  to  find  a  means  to  achieve  this  and  eventually  it  was  settled  on  using  a  third-­ party  application  called  c74  (nr37,  2010)  as  the  bridge  and  interface  between  the  user   and  Max.  
  • 31.   28     Figure  6:  A  screenshot  of  Max,  showing  the  full  initial  prototype,  one  of  the  more   complex  scenes  in  the  drama.       The  system  worked  by  playing  different  audio  tracks  that  represent  each  character  or   atmosphere  within  the  drama.  A  certain  amount  of  these,  for  example  the  girl’s   dialogue,  were  ‘pannable’  to  an  extent.  This  was  to  give  the  impression  that  the  main   character  was  turning  his  head.  In  the  scene  shown,  the  panning  audio  could  only  be   moved  by  a  limited  degree  –  for  the  girl  it  was  around  90°  as  she  was  located  directly  in   front  of  the  main  character  in  this  scene  and  90°  was  the  realistic  extent.     Figure  7:  The  metering  and  mixing  section  of  the  prototype  system  
  • 32.   29   Figure  7  shows  in  more  detail  the  metering  and  mixing  element  of  the  patch,  this  is   used  to  load  and  play  the  audio.  Working  with  the  mind-­set  of  having  channel  strips  for   each  element  making  it  simpler  and  more  familiar  to  visualise  and  implement,  and   ensuring  that  all  the  samples  began  playback  at  the  same  point.  This  would  also  help  in   setting  final  levels  to  achieve  and  convincing  and  appropriate  mix.     Figure  8  shows  the  XY  pad  interface  used  in  the  prototyping  stage  as  a  form  of   emulation  for  the  real  interface.  An  XY  pad  was  chosen  because  it  allows  the  user  to   visualise  what  their  effect  on  the  audio  is  as  they  use  the  system.     Figure  8:  An  XY  pad  used  to  emulate  the  end  interface,  an  iPhone  screen.     As  previously  explained  this  was  ultimately  unfavourable  as  the  given  impression  did   not  suit  the  nature  of  the  drama  and  the  overall  effect  was  not  desirable.  The  next  stage   was  to  implement  a  method  for  the  user  to  control  the  pace  of  the  audio.  Initially  this   was  also  going  to  be  controlled  through  Max/c74,  with  the  interface  design  shown  in   figure  9.  
  • 33.   30       Figure  9:  A  screenshot  of  c74,  showing  three  buttons  used  to  control  the  playback   (nr37,  2010).     Having  re-­evaluated  the  interaction  options,  as  the  c74  application  could  only  make   very  basic  aesthetics,  it  was  settled  that  an  iPhone  would  remain  the  device  used,  but   an  Objective-­C/C++  application  integrated  with  FMOD  studio  would  be  vastly  more   customisable  and  work  more  consistently.  The  advantages  of  FMOD/iOS  integration   heavily  outweighed  the  sole  reliance  on  Max  due  to  its  inconsistency  in  handling  the   real-­time  manipulation  of  large  quantities  of  high  fidelity  audio;;  furthermore,  the  c74   application  had  a  tendency  to  disconnect  during  use  causing  the  whole  system  to   become  unstable  and  unpredictable.  Whereas  an  iPhone  application  is  much  easier  for   the  common  user  in  terms  of  usability,  CPU  friendliness  and  familiarity.        
  • 34.   31   6.4  Wireframing   The  application  structure  was  an  extremely  important  aspect  in  the  design  process,  due   to  the  need  to  make  it  as  user  friendly  and  intuitive  as  possible  in  order  for  the  user  to   get  the  most  from  the  system.  The  overview  of  the  whole  application  structure  is  shown   below  in  figure  10,  it  shows  eight  scene  screens,  each  accessible  from  the  main  menu,   as  shown  by  the  iPhone  graphic.  Left  of  the  iPhone  graphic  is  a  ‘play  all’  screen,  which   is  also  accessed  from  the  main  menu  and  is  used  to  play  all  scenes  chronologically  and   consecutively.  The  arrows  connecting  each  screen  indicate  (in  the  direction  of  the   arrow)  the  ability  to  proceed  to  that  screen  from  a  corresponding  button.  For  example,   scene  2  is  accessible  from  the  main  menu  and  scene  1.                                         Figure  10:  The  overall   application  structure   as  a  wireframe,   showing  the  amount  of   scene  screens  and   menu  screen.    
  • 35.   32       The  screen  shown  in  figure  11  shows  the  main   menu,  which  provides  the  user  with  the  opportunity  to   either  choose  to  play  individual  scenes  via  the  ‘select   scene’  button,  the  individual  scenes  include  the   interactive  element.  The  alternative  choice  is  the  ‘all   scenes’  button,  this  transitions  to  a  screen  that  allows   the  user  to  play  all  the  content  chronologically  and   uninterrupted  as  was  stated  in  the  research  was   necessary.                 Figure  11:  The  menu  screen  from  the  wireframe  overview.     Figure  12  shows  a  single  screen  as  taken  from  the   overview.  Within  this  screen  there  are  three   separate  buttons,  play,  pause  and  skip.  The  pause   button  stops  the  playback  until  the  user  taps  the   play  button  again  to  resume  it.  Skip  is  used  to   proceed  to  the  next  scene  once  the  dialogue  has   finished  and  the  loop  has  been  instigated;;  it  also   functions  without  audio  to  move  to  the  next  screen   should  the  user  desire  it.     Upon  the  transition  triggering  between  each  scene,   the  application  ceases  the  playback  of  the  FMOD   events  such  that  there  is  ultimately  no  overlapping   audio  to  cause  confusion.         Figure  12:  A  single  screen  from  the   wireframe  overview.    
  • 36.   33   6.5  Application  Design   The  interactive  media  ultimately  took  tangible  form  as  an  iPhone  application,  generated   through  the  integration  of  FMOD  studio  with  Objective-­C/C++  code.  This  was  the   favoured  method  after  initial  testing  and  prototyping  within  Max/MSP  revealed   weaknesses  in  such  a  system.       One  notable  feature  is  that  the  interaction  methods  are  the  same  each  time  (in  that  the   user  presses  a  button  to  proceed),  but  the  underlying  content  is  not  always  necessarily   that  varied.  This  purely  comes  down  to  the  nature  of  the  play’s  plot  lines  and  scene   development.  For  example,  after  the  dialogue  finishes  in  the  club  scene,  a  selection  of   songs  play,  which  is  a  lengthy  amount  of  ‘hidden’  content  with  varied  amounts  of   engagement,  whereas  in  the  street  at  night  scene  where  the  main  character  gets  hit  by   a  car,  the  looping  content  is  only  his  heartbeat.  It  is  appreciated  that  this  is  not  likely  to   be  something  the  listener  particularly  enjoys  hearing  for  an  extended  period  of  time   compared  to  a  few  different  musical  pieces;;  and  hence  it  is  within  the  users  prerogative   to  proceed  with  the  drama  as  they  see  fit.       Figure  13:  The  street  night  scene  within  the  FMOD  project.     The  looping  system  was  implemented  in  FMOD  by  simply  applying  a  seamless  loop  to   the  desired  section  (figure  13),  this  was  then  set  to  be  released  from  the  corresponding   method  and  button  press  within  the  application.  The  loop  is  signified  by  the  light  blue   bar  in  the  logic  track  above  the  audio  tracks.  The  playhead  will  never  leave  this  region   until  the  application  tells  it  to  do  so,  after  which  it  fades  out  and  the  application   transitions  to  the  next  scene.        
  • 37.   34   The  iOS  application  itself  uses  a  multi  screen  format  to  show  each  scene  with  a   corresponding  graphic  element,  as  shown  in  figure  14.  This  method  was  favourable   compared  to  a  single  screen  with  a  functionally  changing  play  scene  button,  as  it   provided  the  means  for  specific  images  and  illustrations  to  accompany  the  playback  in   order  to  add  more  interest  to  an  otherwise  plain  looking  application.       Figure  14:  The  overview  of  the  scene  and  selection  screens  showing  the  mutli-­screen   format.   At  the  bottom  of  each  screen  a  slider  is  shown,  these  are  used  for  control  over  the   dialogue  level,  allowing  the  user  to  customise  the  scene  according  to  their  listening   environments,  in  some  cases  (dependent  on  the  playing  environment  and  scene),  the   user  may  want  the  speech  louder  or  quieter  to  account  for  their  listening  situation,  this   was  implemented  due  to  the  research  stating  the  importance  of  responsive  design  in   modern  systems.     The  aesthetics  of  the  application  were  inspired  by  the  necessity  for  some  visual  aspect   accompanied  by  the  need  to  retain  simplicity.  Hence,  the  main  stylistic  approach  was  to   use  silhouettes  and  line  drawings  to  portray  a  sense  of  location  and  populous  without   directly  dictating  what  the  user’s  mind  conjures.      
  • 38.   35   As  previously  mentioned,  it  was  necessary  to  cater  for  those  who  don’t  wish  to   experience  the  play  by  interacting  and  hence  a  ‘play  all’  feature  was  added.  This  was  as   simple  as  creating  a  separate  event  within  FMOD  that  contains  the  whole  drama  audio   and  playing  it  in  response  to  a  button  press  on  a  separate  screen.  As  shown  in  figures   15  and  16.     Figure  15:  FMOD  event  showing  the  eight  scenes  in  order.       Figure  16:  iOS  application  main  menu  with  transition  segue  to  ‘all  scenes’  screen.  
  • 39.   36     Figure  17  shows  the  dialogue  track  of  the  flashback  scene,  below  this  is  the  associated   automation  track,  this  is  controlled  by  a  parameter  called  ‘s5volume’  (shown  in  figure   18),  this  allows  the  user  to  adjust  the  level  of  the  speech  to  their  requirement.  The  user   is  directly  impacting  the  automation  track  as  they  interact  with  the  application  interface   in  real  time.  The  nature  of  the  method  means  that  the  user  must  interact  with  the   volume  control  specific  to  the  scene  it  is  associated  with  each  time  they  choose  to  affect   it.  One  notable  feature  is  that  the  dialogue  cannot  be  completely  muted,  only  reduced  in   level  by  around  8dB,  this  is  so  the  immersive  quality  is  not  lost       This  is  advantageous  as  it  means  the  effect  is  not  global  to  the  system,  such  that  the   dialogue  will  not  be  overpowering  in  further  scenes  if  set  preferentially  in  a  previous   one.  This  is  also  potentially  disadvantageous  in  some  respects  as  it  means  the  user   must  keep  setting  their  own  preference,  when  in  actuality  they  may  want  to  set  it  and   leave  it  alone.         Figure  17:  Screenshot  of  the  flashback  scene  in  FMOD,  showing  the  dialogue  track   and  automation  lane.                     Figure  18:  The  volume  control  parameter  for  the  flashback  scene  in  FMOD.          
  • 40.   37   7.  Conclusion   The  principle  aims  of  the  project  fall  in  to  three  main  sections,  the  creation  of  credible   audio  drama,  implementation  of  interactive  elements  and  generation  authentic  and   immersive  media.  Overall  these  aims  were  achieved  in  the  manner  desired.  Piece  by   piece,  the  credibility  of  the  drama  was  amassed  through  the  combination  of  realistic  and   approachable  scripting  and  plot  lines;;  broadly  high  acting  standard  and  professionally   recorded  and  processed  soundscapes.  The  interactive  elements  were  employed  in   close  accordance  with  the  methods  and  knowledge  ascertained  through  research  into   existing  materials  and  provide  an  immersive  quality  comparable  to  that  of  pre-­ established,  commercially  available  media.     Originally  it  was  stated  that  the  project  would  ultimately  be  a  surround  sound  article  and   the  interactive  elements  would  be  geared  more  towards  creative  effect,  rather  than   procedural.  However,  it  was  established  through  the  processes  of  system  design  and   research  that  these  concepts  were  unrealistic  and  unachievable,  and  hence  the   approach  shifted  toward  the  development  of  the  system  used  to  propagate  the  media   instead,  and  the  delivery  of  broadcast  standard  audio  for  consumption  by  the  wider   prospective  audience.     There  were  a  number  of  ways  in  which  the  whole  project  could  have  been  enhanced   and  improved,  not  limited  to  the  sonic,  but  also  the  physical  attributes.  For  example,   granted  more  time,  a  substantial  way  the  system  could  be  improved  would  be  to   integrate  multi-­choice  endings,  in  order  to  keep  the  listener  engaged  and  augment  the   application’s  replayability  by  providing  the  user  with  direct  control  over  their  narrative   path.  Another  method  in  which  the  experience  and  application  could  be  developed   would  be  by  adopting  more  of  the  principles  of  object-­based  audio,  and  allowing  the   user  more  control  over  the  physical  playback  of  the  audio.  In  addition  to  this,  the  volume   control  function  could  be  made  to  affect  every  scene  at  once,  rather  than  just  the  single   scene  it  is  assigned  to.  A  further  way  in  which  the  system  and  application  could  be   improved  is  by  utilising  the  auto-­layout  feature  within  Xcode  to  ensure  that  the   application  scales  appropriately  to  fit  differently  sized  devices.