Xavania Original · Feature
Meridian Drift
92% match2026PG-131h 58mHDR · 4K5.1 + Binaural
The aircraft is fine. The world underneath it is not.
Nine hours into a Pacific crossing, every navigation reference disagrees. The captain has fuel for one guess about which ocean she is actually flying over.
Cast & digital humans
Cara Idowu
Lead@cara-ido
On screen: captain on the flight deck
Voice print: steady baritone, headset-processed
SoulPrint Pro · face, eyes, hair, hands, wardrobe and voice locked across every take
Sten Marchetti
Supporting@sten-mar
On screen: the passenger in 14A
Voice print: tight alto, shallow breathing
SoulPrint Pro · face, wardrobe and voice print locked; blocking free
Rafe Tanaka
Supporting@rafe-tan
On screen: cabin crew in the aisle
Voice print: trained calm tenor
SoulPrint Pro · face, wardrobe and voice print locked; blocking free
Sound design — every person, action and object
Dialogue & voice
- Cara Idowu — We lost the meridian. Not the aircraft.Headset chain with a mask cavity, -23 LUFS
- Sten Marchetti — Then tell me what we're flying over.Cabin lav with engine bleed
Foley — frame-matched to the render
Wing flap
Hydraulic actuator with an airflow change on every degree of deployment
Oxygen mask
Drop, elastic snap, then a mask-cavity breath per passenger
Service trolley
Castor rumble over aisle joints, brake pedal clack
Yoke
Column movement with a trim-wheel spin
Window frost
Fine crystalline crackle, close-mic'd
Ambience beds
- • Cabin at 78dB engine bed with a fuselage-boundary low end
- • Air-conditioning packs
- • Cabin crowd, subdued
- • Airframe flex over turbulence
Score
Low strings against a sustained engine tone — the score is written in the engine's own pitch
Mix- • 5.1 and binaural stereo folds rendered from one bed
- • Dialogue -23 LUFS, trailer master -14 LUFS, true peak -1 dBTP
- • Every element is placed from its on-screen position and tracked as the camera moves
- • Cabin bed is boundary-modelled: it changes tone by seat row as the camera pushes down the aisle
- • No library loops on visible actions — each hit is cut to the frame it happens on








