Adaptive Radio System Using MetaSounds for Serious VR Game

Background: Adaptive audio can deepen immersion in VR, yet many pipelines still rely on fixed playlists or ad-hoc triggers that break narrative coherence during rapid context shifts in serious games. Methods: We implement an adaptive in-game radio using Unreal Engine MetaSounds and a finite-state machine (FSM). Three affective stations (Happy, Excited, Intense) drive procedural ambient music with equal-power crossfades, loudness normalization, and optional beat-synchronous transitions. We integrate Blueprint–MetaSounds graphs and evaluate usability and perceived immersion with 30 participants in VR. Results: The interface was rated intuitive by 90% of users; 85% reported higher immersion than a non-adaptive baseline; 80% felt the adaptive music heightened emotions at key events. Overall satisfaction averaged 4.5/5, and 70% indicated replay intent to explore audio variants. We provide the audio graph, state logic, and transition envelopes, and quantify transition smoothness via envelope and loudness metrics. Conclusions: An engine-native MetaSounds–FSM pattern is practical to deploy and can improve engagement in serious VR contexts. We discuss design trade-offs, limitations (sample size and demographics), and avenues for broader deployment in training and therapeutic simulations.

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Publication Details

Journal
IEEE Access
Published
2025-01-01
DOI
https://doi.org/10.1109/access.2025.3627544
Primary Topic
Virtual Reality Applications and Impacts
Type
article
Field-Weighted Citation Impact
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article

Adaptive Radio System Using MetaSounds for Serious VR Game

Dadet Pramadihanto, Fardani Annisa Damastuti, Santiago Criollo-C, Yunifa Miftachul Arif et al.
IEEE Access
Virtual Reality Applications and Impacts
article

Adaptive Radio System Using MetaSounds for Serious VR Game

Dadet Pramadihanto, Fardani Annisa Damastuti, Santiago Criollo-C, Yunifa Miftachul Arif, Kenan Firmansyah
article en

Abstract

Background: Adaptive audio can deepen immersion in VR, yet many pipelines still rely on fixed playlists or ad-hoc triggers that break narrative coherence during rapid context shifts in serious games. Methods: We implement an adaptive in-game radio using Unreal Engine MetaSounds and a finite-state machine (FSM). Three affective stations (Happy, Excited, Intense) drive procedural ambient music with equal-power crossfades, loudness normalization, and optional beat-synchronous transitions. We integrate Blueprint–MetaSounds graphs and evaluate usability and perceived immersion with 30 participants in VR. Results: The interface was rated intuitive by 90% of users; 85% reported higher immersion than a non-adaptive baseline; 80% felt the adaptive music heightened emotions at key events. Overall satisfaction averaged 4.5/5, and 70% indicated replay intent to explore audio variants. We provide the audio graph, state logic, and transition envelopes, and quantify transition smoothness via envelope and loudness metrics. Conclusions: An engine-native MetaSounds–FSM pattern is practical to deploy and can improve engagement in serious VR contexts. We discuss design trade-offs, limitations (sample size and demographics), and avenues for broader deployment in training and therapeutic simulations.

IEEE AccessVol. 13
Binus University (ID), Universitas Negeri Surabaya (ID), Universitas Islam Negeri Maulana Malik Ibrahim (ID), University of National Education (ID), Universidad de Las Américas (EC), Politeknik Elektronika Negeri Surabaya
Openalex Percentile: Top 68%
Virtual Reality Applications and Impacts
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