Announcing The Spatial Workstation
One of the things we are really proud of at Two Big Ears is the community that has built around us over the past two years. We’ve seen a range of exciting and amazing projects that have used our technology. We are constantly humbled by what is out there and work hard to deliver on feedback.
This community has been crucial to help us understand the many problems faced by sound designers and developers in VR and AR. There are a whole range of them that need to be addressed — from workflow all the way down to the technology. We’ve seen many great VR games in the past two years and an increasing number of Cinematic VR and 360 video projects. Designing and developing audio for Cinematic VR and 360 videos has been difficult — non-standard workflows, lack of cross-platform rendering support, large asset file sizes and the lack of a complete pipeline to solve workflow issues.
For a long time now we have been developing a complete audio pipeline geared towards Cinematic VR experiences that is a mix of linear post-production techniques and game audio. 3Dception initially started off as spatial rendering engine, but has now grown into a platform that helps us achieve many things across platforms very quickly. Through most of this year, the Cinematic VR pipeline has been used successfully by a select number of companies across a range of great projects. Their feedback has been crucial — thank you. The pipeline has already been quickly adopted by many studios across the world.
Today, we proudly announce the 3Dception Spatial Workstation which is a pipeline that consists of a range of tools and technologies for designing, rendering, streaming and delivering great 3D audio for real-time cinematic experiences. As a sound designer, you can mix directly to a VR device in real-time from the comfort of your DAW and deliver assets that can be easily played back on the target device. As a developer, you don’t have to worry about audio DSP, assigning individual audio files, video synchronisation and cross-platform compatibility. Achieve great quality and save time — loads of time. You can find out more about the Spatial Workstation here. Our rendering engine supports all of our existing platforms and for the very first time — native web browser support (no plugins!).
This is only the beginning. We’ve got lots planned with many big announcements to make in the coming months.
Who said there’s anything stopping us from combining our geometry based technologies with #### and ####?