Overview:

This thesis proposes the design and development of an accessible audio game within Unreal Engine, focusing on immersive spatial sound experiences for visually impaired users. The audio game will utilize the [Audiokinetic WWise](https://www.audiokinetic.com/) sound engine integrated with Unreal Engine and will be developed with full Dolby Atmos support (7.1.4 channel output), following described workflows.

Motivation:

Audio games provide unique opportunities for blind and visually impaired players to engage with interactive media. Current advances in 3D audio, especially with Dolby Atmos, enable even more immersive and navigable auditory environments. This thesis aims to bridge technical development (Unreal/WWise workflows) with accessibility and spatial audio research.

(The audio system in the MR Lab supports 192 channels and the generated Dolby Atmos output of this project will be then rendered with an internel audio server on all 192 channels)

Task Description:

  • Research the principles of spatial audio design, and the technical foundations of WWise and Dolby Atmos in Unreal Engine. The free license on Audiokinetic WWise should be used for this project.
  • Develop a simple audio game—e.g., a navigation, puzzle, item finding game—where the main interaction relies exclusively on spatial audio cues. In the MR Lab the user can walk freely in a 11×5 meter room and is surrounded by speakers.
  • Integrate the WWise plugin for Unreal Engine to enable advanced audio authoring and runtime spatialization.
  • Implement multichannel speaker output (7.1.4, matching Dolby Atmos home setups) as described in this setup tutorial, ensuring correct authoring, mixing, and playback of height and surround channels.
  • Evaluate the experience with users and document challenges and solutions for accessible audio game development.
  • Provide detailed documentation and a reproducible setup/instruction manual for future students and lab use.

 

Key Features:

  • Fully functional prototype game where all navigation, feedback, and interaction are audio-based.
  • WWise-driven audio pipeline with authoring in 7.1.4 surround/Atmos-format.
  • Game can be run in the MRLab on an Atmos-compatible speaker system or headphones (with virtualization).
  • Emphasis on accessibility best practices and user feedback.

 

Required Skills:

  • Basic experience with Unreal Engine (Blueprints or C++)
  • Willingness to learn audio middleware (WWise basics)
  • Interest in game accessibility and user-centered design
  • Fundamental understanding of 3D audio and multichannel formats is an advantage, but not required

 

References and Resources:

P.s.: This description is for a Bachlor thesis. For a master thesis the scope must be larger (VR game, larger user study, Dolby Atmos with more than 7.1.4 channels)

Contact:

For further details, please contact Hannes Kaufmann or Peter Kan.

This thesis combines cutting-edge audio tech with accessibility research and will serve as a showcase and starting point for advanced audio-focused projects in the MRLab.