[Sursound] Facebook spatial workstation

2016-05-24 Thread Steven Boardman
Apparently Facebook is now getting in on ambisonic audio!

https://facebook360.fb.com/spatial-workstation/

I’m just downloading now.

Any thoughts?

Steve





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Re: [Sursound] Facebook spatial workstation

2016-05-24 Thread Richard
Limited as there’s no Windows support yet



Apparently Facebook is now getting in on ambisonic audio!

https://facebook360.fb.com/spatial-workstation/

I’m just downloading now.

Any thoughts?

Steve





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Re: [Sursound] Facebook spatial workstation

2016-05-24 Thread Augustine Leudar
No sure - I dont have a mac handy so its hard to tell. I notice that it
gives little hardware info under that section. How many speakers are
required ? Or is it headphones ?

On 24 May 2016 at 11:51, Steven Boardman  wrote:

> Apparently Facebook is now getting in on ambisonic audio!
>
> https://facebook360.fb.com/spatial-workstation/
>
> I’m just downloading now.
>
> Any thoughts?
>
> Steve
>
>
>
>
>
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Augustine Leudar
Artistic Director Magik Door LTD
Company Number : NI635217
Registered 63 Ballycoan rd,
Belfast BT88LL
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Re: [Sursound] Facebook spatial workstation

2016-05-24 Thread Wim
Hi,

I suspect it is squarely aimed at the Oculus Rift, also acquired by
Facebook, as it loads the HRTF from the VR viewer. That also means it's
probably more suited for gaming imho.

From what I've seen in the docs, it's a fairly complete toolkit. The
software developer's toolkit is not included and I haven't searched for it
yet. A Windows version will follow.

Included are two VST2/VST3/AAX plugins, a VR video viewer and  an encoder.
Also, there are setup templates for Nuendo, Reaper and ProTools, which is
nice to get you started.

It supports B-format as input.

As there is also a new release for the ATK for Reaper, I won't be playing
with this one yet, as my interest goes more to the approach from Trond,
which is far more open.


Cheers,

Wim

2016-05-24 13:40 GMT+02:00 Augustine Leudar :

> No sure - I dont have a mac handy so its hard to tell. I notice that it
> gives little hardware info under that section. How many speakers are
> required ? Or is it headphones ?
>
> On 24 May 2016 at 11:51, Steven Boardman 
> wrote:
>
> > Apparently Facebook is now getting in on ambisonic audio!
> >
> > https://facebook360.fb.com/spatial-workstation/
> >
> > I’m just downloading now.
> >
> > Any thoughts?
> >
> > Steve
> >
> >
> >
> >
> >
> > -- next part --
> > An HTML attachment was scrubbed...
> > URL: <
> >
> https://mail.music.vt.edu/mailman/private/sursound/attachments/20160524/1dda16ef/attachment.html
> > >
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> > edit account or options, view archives and so on.
> >
>
>
>
> --
> Augustine Leudar
> Artistic Director Magik Door LTD
> Company Number : NI635217
> Registered 63 Ballycoan rd,
> Belfast BT88LL
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Re: [Sursound] Facebook spatial workstation

2016-05-24 Thread Steven Boardman
Just installed, and viewed, but haven’t listened yet. Plugins are VST, VST3 and 
Protools.
They are the ’Two Big Ears’ plugins.
It is for an 8 channel export so not quite second order, but yes the only 
decode is binaural. Although there is the ability to turn this off. Not sure if 
the output isn’t a propriety though so not sure if other decodes are possible…
The Spatialiser Plugin allows input from mono to 7 channel and also FuMa and 
AmbiX B-Format. Although the VST3 plug doesn’t seem to, and crashes Reaper. It 
also has distance and doppler simulation, and a room button, which allows the 
track to take on the room character from the control plug. I think this real 
time HRTF room modelling as opposed to anechoic.
The master control plugin syncs up to video and can take its focus and tracking 
from that. It also has a room simulator that allows each spatialiser track to 
be placed within. This also implies a proprietary audio stream as how else 
would this be possible?

Will feed back when listened properly.

Looks like Ambisomics is well and truly here folks!!!

best

Steve




On 24 May 2016, at 12:40, Augustine Leudar  wrote:

> No sure - I dont have a mac handy so its hard to tell. I notice that it
> gives little hardware info under that section. How many speakers are
> required ? Or is it headphones ?
> 
> On 24 May 2016 at 11:51, Steven Boardman  wrote:
> 
>> Apparently Facebook is now getting in on ambisonic audio!
>> 
>> https://facebook360.fb.com/spatial-workstation/
>> 
>> I’m just downloading now.
>> 
>> Any thoughts?
>> 
>> Steve
>> 
>> 
>> 
>> 
>> 
>> -- next part --
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>> edit account or options, view archives and so on.
>> 
> 
> 
> 
> -- 
> Augustine Leudar
> Artistic Director Magik Door LTD
> Company Number : NI635217
> Registered 63 Ballycoan rd,
> Belfast BT88LL
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Re: [Sursound] Facebook spatial workstation

2016-05-24 Thread Jörn Nettingsmeier

On 05/24/2016 01:03 PM, Richard wrote:

Limited as there’s no Windows support yet



How is that a limit?

/me ducks and covers...


--
Jörn Nettingsmeier
Lortzingstr. 11, 45128 Essen, Tel. +49 177 7937487

Meister für Veranstaltungstechnik (Bühne/Studio)
Tonmeister VDT

http://stackingdwarves.net

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Re: [Sursound] Facebook spatial workstation

2016-05-24 Thread Augustine Leudar
Jesus Christ Jorn.
/Lobs grenade.
(;

On 24 May 2016 at 14:27, Jörn Nettingsmeier 
wrote:

> On 05/24/2016 01:03 PM, Richard wrote:
>
>> Limited as there’s no Windows support yet
>>
>
>
> How is that a limit?
>
> /me ducks and covers...
>
>
> --
> Jörn Nettingsmeier
> Lortzingstr. 11, 45128 Essen, Tel. +49 177 7937487
>
> Meister für Veranstaltungstechnik (Bühne/Studio)
> Tonmeister VDT
>
> http://stackingdwarves.net
>
>
> ___
> Sursound mailing list
> Sursound@music.vt.edu
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> edit account or options, view archives and so on.
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-- 
Augustine Leudar
Artistic Director Magik Door LTD
Company Number : NI635217
Registered 63 Ballycoan rd,
Belfast BT88LL
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Re: [Sursound] Facebook spatial workstation

2016-05-24 Thread Michael Chapman
Aint Wndowxs un peu oassé !

Have 'ad window's on 'inux for (?deacades).

Which cud explain why 'indpWs-passé(TM) is not 'indows(R)  

Michael





> Jesus Christ Jorn.
> /Lobs grenade.
> (;
>
> On 24 May 2016 at 14:27, Jörn Nettingsmeier
> 
> wrote:
>
>> On 05/24/2016 01:03 PM, Richard wrote:
>>
>>> Limited as there’s no Windows support yet
>>>
>>
>>
>> How is that a limit?
>>
>> /me ducks and covers...
>>
>>
>> --
>> Jörn Nettingsmeier
>> Lortzingstr. 11, 45128 Essen, Tel. +49 177 7937487
>>
>> Meister für Veranstaltungstechnik (Bühne/Studio)
>> Tonmeister VDT
>>
>> http://stackingdwarves.net
>>
>>
>> ___
>> Sursound mailing list
>> Sursound@music.vt.edu
>> https://mail.music.vt.edu/mailman/listinfo/sursound - unsubscribe here,
>> edit account or options, view archives and so on.
>>
>
>
>
> --
> Augustine Leudar
> Artistic Director Magik Door LTD
> Company Number : NI635217
> Registered 63 Ballycoan rd,
> Belfast BT88LL
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Re: [Sursound] Sursound Digest, Vol 94, Issue 16

2016-05-24 Thread Evan Mangiamele
I've been using the Facebook Spatial Workstation (formerly Spatial Audio
Workstation) from tbe, and to answer a few questions, it's focused on
mainly producing spatial audio for 360 videos. I've done sound design / mix
for several projects for MilkVR and custom apps with it and I can say it's
best in class in terms of ease of use out there right now. As primarily a
Pro Tools user, doing an ambisonic mix in Reaper using ambisonic toolkit,
and the TOA plugins was a far more annoying workflow and basically, aside
from a few quirks, this stuff just works.

The team at twobigears has been great support wise, and are quick to get
back to me with help / advice and I think this is a great move for them,
since my only qualm with the software before was the pricing model, which
was a per project fee, so going free, it's a LOT easier to convince my
clients to go for the fully spatialized mix in their 360 videos.



On Tue, May 24, 2016 at 12:00 PM,  wrote:

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> This is the responsibility of digest subscribers. the community and list
> subscribers care about the integrity of the threads and archives so this is
> important.
>
> Today's Topics:
>
>1. Facebook spatial workstation (Steven Boardman)
>2. Re: Facebook spatial workstation (Richard)
>3. Re: Facebook spatial workstation (Augustine Leudar)
>4. Re: Facebook spatial workstation (Wim)
>5. Re: Facebook spatial workstation (Steven Boardman)
>6. Re: Facebook spatial workstation (J?rn Nettingsmeier)
>7. Re: Facebook spatial workstation (Augustine Leudar)
>8. Re: Facebook spatial workstation (Michael Chapman)
>
>
> --
>
> Message: 1
> Date: Tue, 24 May 2016 11:51:55 +0100
> From: Steven Boardman 
> To: Surround Sound discussion group 
> Subject: [Sursound] Facebook spatial workstation
> Message-ID: 
> Content-Type: text/plain; charset="windows-1252"
>
> Apparently Facebook is now getting in on ambisonic audio!
>
> https://facebook360.fb.com/spatial-workstation/
>
> I?m just downloading now.
>
> Any thoughts?
>
> Steve
>
>
>
>
>
> -- next part --
> An HTML attachment was scrubbed...
> URL: <
> https://mail.music.vt.edu/mailman/private/sursound/attachments/20160524/1dda16ef/attachment.html
> >
>
>
> --
>
> Message: 2
> Date: Tue, 24 May 2016 12:03:46 +0100
> From: "Richard" 
> To: "Surround Sound discussion group" 
> Subject: Re: [Sursound] Facebook spatial workstation
> Message-ID: <68A38C6A892840C3B95FF212512E253E@Main2>
> Content-Type: text/plain; charset="windows-1252"
>
> Limited as there?s no Windows support yet
>
>
>
> Apparently Facebook is now getting in on ambisonic audio!
>
> https://facebook360.fb.com/spatial-workstation/
>
> I?m just downloading now.
>
> Any thoughts?
>
> Steve
>
>
>
>
>
> -- next part --
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>
> 

Re: [Sursound] Facebook spatial workstation

2016-05-24 Thread Evan Mangiamele
Apologies, i neglected to change the message subject before.

I've been using the Facebook Spatial Workstation (formerly Spatial Audio
Workstation) from tbe, and to answer a few questions, it's focused on
mainly producing spatial audio for 360 videos. I've done sound design / mix
for several projects for MilkVR and custom apps with it and I can say it's
best in class in terms of ease of use out there right now. As primarily a
Pro Tools user, doing an ambisonic mix in Reaper using ambisonic toolkit,
and the TOA plugins was a far more annoying workflow and basically, aside
from a few quirks, this stuff just works.

The team at twobigears has been great support wise, and are quick to get
back to me with help / advice and I think this is a great move for them,
since my only qualm with the software before was the pricing model, which
was a per project fee, so going free, it's a LOT easier to convince my
clients to go for the fully spatialized mix in their 360 videos.
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Re: [Sursound] Facebook spatial workstation

2016-05-24 Thread Dave Hunt
Hi,

I did try a demo version of this previously, and have downloaded the new 
version and installed it. I don't have a ProTools HD system, and those plug-ins 
were not installed, apparently automatically. So, I'm using Reaper.

I still can't quite grasp the way it functions. Yes, the default output is 
binaural, via a decoder. It does seem generally convincing, though I've only 
really scratched the surface.

The earlier version could take 1st order B-Format ambisonic files, but not 
output B-Format. The new version seems to be able to do that, presumably to 
enable loudspeaker monitoring with a suitable decoder. I haven't yet come 
across dedicated decoder in the program, but may not have looked hard enough. 
From what I've seen so far, it seems still to be 1st order ambisonics. VR and 
games has triggered a new interest in ambisonics and suitable microphones. I 
haven't come across any hard info on what is going on, though ambisonics with a 
binaural decode seems to make sense. The Oculus Rift, and many games, is/are a 
rather solitary experience, and headphones require little extra hardware.

I does seem to be designed to help produce content for a games engine (or 
Oculus Rift) as an eight-channel file. The plug-ins provide a method for 
hearing how various elements work in the game/experience without having to be 
running the game and having to program how sound is handled within it.

Any objects in a game or VR experience with sound (probably not ambisonic but 
mono or perhaps stereo) would be handled directly by their spatial engine in 
the game/experience, so that they would be interactive. Possibly it is designed 
for producing more general "soundscapes". If these were ambisonic, they could 
be rotated around any axis, subject to dominance in any direction, and the 
volume changed with distance in response to listener movements. As far as I 
know, there is no way to move a listener within a B-Format soundfield, though 
if I'm wrong I'd love to know how it is done. It would then be encoded to 
binaural in the game/experience spatial audio engine.

So 1st order ambisonics could account for 4 channels of the 8-channel file. So, 
what would the other 4 channels be for ?? Originally I thought that it may be 
another 1st order ambisonic stream to drive the "room" reverb engine but, as 
that would be in the game/experience engine, that doesn't make much sense. Four 
binaural streams doesn't make sense either, as all you could really do is 
cross-fade between them.

Anybody got other ideas.

Ciao,

Dave Hunt



> -- 
> Augustine Leudar
> Artistic Director Magik Door LTD
> Company Number : NI635217
> Registered 63 Ballycoan rd,
> Belfast BT88LL
> -- next part --
> An HTML attachment was scrubbed...
> URL: 
> <https://mail.music.vt.edu/mailman/private/sursound/attachments/20160524/3cedc23f/attachment.html>
> 
> 
> 
> From: Wim 
> Subject: Re: [Sursound] Facebook spatial workstation
> Date: 24 May 2016 13:28:04 BST
> To: Surround Sound discussion group 
> 
> 
> Hi,
> 
> I suspect it is squarely aimed at the Oculus Rift, also acquired by
> Facebook, as it loads the HRTF from the VR viewer. That also means it's
> probably more suited for gaming imho.
> 
> From what I've seen in the docs, it's a fairly complete toolkit. The
> software developer's toolkit is not included and I haven't searched for it
> yet. A Windows version will follow.
> 
> Included are two VST2/VST3/AAX plugins, a VR video viewer and  an encoder.
> Also, there are setup templates for Nuendo, Reaper and ProTools, which is
> nice to get you started.
> 
> It supports B-format as input.
> 
> As there is also a new release for the ATK for Reaper, I won't be playing
> with this one yet, as my interest goes more to the approach from Trond,
> which is far more open.
> 
> 
> Cheers,
> 
> Wim
> 
> 
> From: Steven Boardman 
> Subject: Re: [Sursound] Facebook spatial workstation
> Date: 24 May 2016 13:43:52 BST
> To: Surround Sound discussion group 
> 
> 
> Just installed, and viewed, but haven’t listened yet. Plugins are VST, VST3 
> and Protools.
> They are the ’Two Big Ears’ plugins.
> It is for an 8 channel export so not quite second order, but yes the only 
> decode is binaural. Although there is the ability to turn this off. Not sure 
> if the output isn’t a propriety though so not sure if other decodes are 
> possible…
> The Spatialiser Plugin allows input from mono to 7 channel and also FuMa and 
> AmbiX B-Format. Although the VST3 plug doesn’t seem to, and crashes Reaper. 
> It also has distance and doppler simulation, and a room button, which allows 
> the track to take on the room character from the control plug. I think thi

Re: [Sursound] Facebook spatial workstation

2016-05-24 Thread Jörn Nettingsmeier

On 05/24/2016 07:12 PM, Dave Hunt wrote:

Hi,

<..>

I still can't quite grasp the way it functions. Yes, the default
output is binaural, via a decoder. It does seem generally convincing,
though I've only really scratched the surface.

The earlier version could take 1st order B-Format ambisonic files,
but not output B-Format. The new version seems to be able to do that,
presumably to enable loudspeaker monitoring with a suitable decoder.



I haven't checked that app yet, but I worked with a client the other 
week to get them on track with 360 degree video streaming.


As pointed out before, the goal of this app is to provide audio for 360° 
streams, where the audio follows the video follows the head movements or 
navigational input from the user. So the binaural output of any tool 
would only be used for monitoring, the actual delivery format has to be 
B-format, to enable head tracking on the client side.


And B-format (or rather, AmbiX 1st order) is what Google has decided to 
use for its YouTube 360 format (aka Google Jump).



--
Jörn Nettingsmeier
Lortzingstr. 11, 45128 Essen, Tel. +49 177 7937487

Meister für Veranstaltungstechnik (Bühne/Studio)
Tonmeister VDT

http://stackingdwarves.net

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