Many scientific publications directly concern VR, often conceived as a battlefield for rethinking our relationship with the moving image, and our frameworks on topics such as the cinematographic language or the spectator perception. And yet, although for some time film studies have re-evaluated the role of sound in cinematic production and spectatorship, in the field of VR the theoretical reflection on concepts such as stereoscopic audio and binaural recording has remained confined to the technological-engineering aspect. This essay aims to explore the most common audio techniques and their real impact in terms of consumption and affordances, on the basis of some software studies and sound studies reflections and within a media-archaeologic...