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Facebook Acquires VR Audio Company, Launches 'Facebook 360 Spatial Workstation' (theverge.com) 28

An anonymous reader writes from a report via The Verge: Facebook is looking to improve its virtual-reality audio experience with the acquisition of Two Big Ears. Facebook is rereleasing Two Big Ears' "Spatial Workstation" software as the Facebook 360 Spatial Workstation, reports VentureBeat. The software is designed to "make VR audio succeed across all devices and platforms," and Two Big Ears developers will be merged with Facebook's Oculus team of employees. The acquisition of Two Big Ears is being made by Facebook and not Oculus -- the program is branded as a Facebook product, focused on 360-degree video and VR. The Spatial Workstation was first released last fall and was a platform for mixing audio that sounded realistically three-dimensional. Two Big Ears will provide "support in accordance with your current agreement" for the next 12 months to those who purchased a paid license to the old workstation. The company says it "will continue to be platform and device agnostic," not being locked into the Rift or Gear VR. Facebook did not disclose the sum of the acquisition. Two Big Ears was previously partnered with YouTube to help bring 360-degree live streaming and spatial audio to the site.
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Facebook Acquires VR Audio Company, Launches 'Facebook 360 Spatial Workstation'

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  • by Pezbian ( 1641885 ) on Monday May 23, 2016 @10:13PM (#52169193)

    "will continue to be platform and device agnostic"

    My ass.

  • so what's new? (Score:4, Informative)

    by sittingnut ( 88521 ) <sittingnut.gmail@com> on Monday May 23, 2016 @10:13PM (#52169195) Homepage

    so what's new here other than facebook bought a company?
    what exactly is the new technology here that makes sound "realistically three-dimensional"? i don't see anything new or innovative. just another implementation.
    it is just facebook hype to sell more ads.

    • by adolf ( 21054 )

      It's not new. It is an implementation of the same stuff we were doing with EAX almost 20 years ago, before OpenAL arrived essentially stillborn.

      Psychoacoustics is not a new science, though it may be a largely forgotten one.

      • by sl3xd ( 111641 )

        I'd argue that EAX wasn't really that sophisticated; it had a library of cheap DSP effects that was an improvement over nothing, but had no ability to transition from one to another, and didn't handle environments other than closed ones.

        It turned out to be far more flexible and pragmatic to do it all in software, where developers weren't constrained by a single, indifferent hardware developer. (With bonus points for working everywhere, instead of requiring a single-source product). Creative was never inter

    • by mekahd ( 4588247 )

      so what's new here other than facebook bought a company? what exactly is the new technology here that makes sound "realistically three-dimensional"? i don't see anything new or innovative. just another implementation. it is just facebook hype to sell more ads.

      device agnostic

    • by swb ( 14022 )

      What's new is binaural recordings with web tracking, ads, patent encumbered and DRM controlled formats.

  • I was wondering why Oculus didn't acquire Ossic. Now we know. Glad I held off, there are going to be so many competing hardware/software solutions for VR audio in a year, paying $300 to get something in 6 months that might already be obsolete/unsupported didn't make much sense (even though the tech seems solid). Add in the prototype headphones that do galvanic vestibular stimulation and there's two important VR advances begging to be rolled into one device, both of which will probably be part of the HMD in

If all else fails, lower your standards.

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