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.
Re: (Score:3)
I hope companies don't start making exclusive games for their own VR headsets, the damn things are going to expensive as it is.
I'd like to be able to play the next Left 4 Dead game in VR with the DK2, for example.
Re:device agnostic (Score:4, Insightful)
These devices are encumbered by shitty companies who are making them.
Facebook is a vile and arrogant red dragon.
Valve has had recent issues with the fanbase regarding arrogant leadership and it is yet to be discovered whether they will learn from such a mistake.
The best kind of VR is going to operate perfectly without any cooperation from games or OSes and will remain a product for the users and not one to enslave the users.
Re:device agnostic (Score:5, Informative)
Games for the Rift and Vive are available through Steam with no headset lock-in, so if you avoid the Oculus store, you can avoid the lock-in, but they have some good games in there, and are building more for the touch controller release.
There are currently Vive only games too, but that's just because the Rift doesn't do touch or room-scale yet. They'll be playable on the Rift when Oculus ships Touch and multi-camera tracking, and they'll be playable on any future OpenVR headset.
Re: Surround sound ? (Score:1)
No because the microphone is not recording directions in its normal digital form. This is why cameras turn to show different positions.
The microphone has to be 360 degrees in both x and y as well as negative z and positive z, as well as the camera. Then it automatically works.
People and normal cameras or microphones use reflections.
It seems pretty simple.
Facebook strikes again? (Score:3)
"will continue to be platform and device agnostic"
My ass.
so what's new? (Score:4, Informative)
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.
Re: (Score:2)
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.
Re: (Score:2)
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
Re: (Score:1)
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
Re: (Score:2)
What's new is binaural recordings with web tracking, ads, patent encumbered and DRM controlled formats.
Re: (Score:1)
I wonder if those that use nice OSes have a higher incidence of hypertension.
Poor Ossic (Score:2)
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