Xavania Original · Feature
Sandline
91% match2025R2h 21mHDR · 4K5.1 + Binaural
A supply convoy crosses a desert that keeps moving.
Nineteen vehicles, four hundred kilometres, and a dune field that reshapes itself faster than the maps can be redrawn.
Cast & digital humans
Odile Aziz
Lead@odile-azi
On screen: convoy lead in the cab
Voice print: dust-cracked baritone, engine-loaded
SoulPrint Pro · face, eyes, hair, hands, wardrobe and voice locked across every take
Emeric Marchetti
Supporting@emeric-mar
On screen: navigator with the map board
Voice print: steady alto
SoulPrint Pro · face, wardrobe and voice print locked; blocking free
Mira Iyer
Supporting@mira-iye
On screen: radio voice from column two
Voice print: band-limited comms
SoulPrint Pro · face, wardrobe and voice print locked; blocking free
Sound design — every person, action and object
Dialogue & voice
- Odile Aziz — The map was right yesterday. The desert wasn't.Cab lav with engine bleed left in, -23 LUFS
- Emeric Marchetti — Column two, hold your line.Handset processed, 300Hz-3kHz with squelch
Foley — frame-matched to the render
Truck tarpaulin
Canvas boom in the slipstream, ripple rate tied to road speed
Jerry can
Fuel slosh with a metal wall ring, level dropping across the sequence
Radio handset
Coil-cord stretch and PTT click before every line
Engine grille
Diesel load changing on every visible gradient
Sand on the windscreen
Grain patter, denser in the crosswind gusts
Ambience beds
- • Convoy engine bed with individual vehicles placed by distance
- • Crosswind across the cab
- • Suspension knock over ridge lines
- • Tyre wash on soft sand
Score
Low male choir and a single snare pulse, entering only when the column stops
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
- • Engine bed is a live load model, not a loop — RPM follows the picture frame by frame
- • No library loops on visible actions — each hit is cut to the frame it happens on








