In previous posts (Part 1, Part 2, Part 3) I discussed briefly what goes into making a 360° video.
The considerations of camera choice, and why this differs to camera considerations for traditional film, the issues presented by audio and some of the tools needed to get around this and produce an immersive experience. And also the idea behind 360° stagecraft, some of the challenges it brings, and some of the ways to get around those.
All of this, and more, because I far fr
A good filmmaker never forgets about audio. Good audio can make or break a film, no matter how good it might look, how well your actors perform, if it sounds terrible people will notice, and they will care. In this project I need more than just a good audio mix, with good levels and positioning. I need audio can can move with the viewer. As they turn their head, phone, screen, what ever viewing method they choose, the audio placement needs to move with them.