Episode 64 Sennheiser AMBEO Mobility (Part 1)

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Episode 64 Sennheiser AMBEO Mobility (Part 1)

Summary

In this three-part series of the Immersive Audio Podcast, Oliver Kadel will travel to Zurich in Switzerland for an exclusive opportunity to speak to the entire Ambeo Mobility team. The use of spatial audio is becoming ever so ubiquitous, it seems that it’s just a matter of time before we get to enjoy immersive content from the comfort of our cars on a regular basis. Join us on this journey to explore and learn about the cutting-edge applications of spatial audio in automotive.

Veronique Larcher (Director)

Dr Veronique Larcher is the Director of AMBEO Immersive Audio, Sennheiser’s brand for immersive audio products and experiences. She is also a founding advisor at Earkick, a startup focused on monitoring anxiety using audio biomarkers, among others. Veronique has over 20 years of experience in the areas of audio and venture building – before launching AMBEO in 2016, she held multiple roles spearheading innovation at Sennheiser, most notably founding and managing their Strategic Innovation office in San Francisco. Veronique holds a PhD in 3D Audio for Virtual Reality from Ircam (France) and a Bachelor’s degree in Economics and Finance from the Paris Institute of Political Studies.

Luca Brambilla (Project Manager)

Luca is the project manager of the Sennheiser AMBEO Mobility initiative, part of the founding team of the project and a real car enthusiast. As a car audiophile, he is motivated by bringing innovative audio technology into the most prestigious cars in the industry and is excited by the opportunities the future of mobility hold. His background is in Industrial Engineering, and with a Master’s degree in Management, Technology and Economics from ETH Zurich, he is skilled at combining technical knowledge and management expertise. In the team, he covers the role of project coordination, and planning, and is in charge of customer and supplier relations.

Sofia Brazzola (Brand & Marketing Manager)

Sofia is leading Brand & Marketing efforts aimed at the growth of the corporate venture AMBEO Mobility, launching Sennheiser in the automotive industry. She has been in the team for several years under different capacities leveraging her Design Strategy, User Experience and Marketing skills aimed at de-risking and launching product concepts in new opportunity markets for Sennheiser internationally, including VR/AR and immersive music streaming. In her current role, she coordinates digital and event marketing activities designs brand strategies and is responsible for Sennheiser AMBEO’s brand positioning in the automotive world. She recently graduated with an MBA from Imperial College in London and holds a Master’s degree in Design from the Zurich University of the Arts.

Rui Wang (Customer Developer)

Rui is a digital marketer, cross-cultural communicator, and partnership developer. She holds a master’s degree in European and Asian Business Management from the University of Zurich. With four years of experience working with top technology companies, she has a keen understanding of the needs of B2C & B2B clients in the field of innovation. As a bridge between the West and the East within the Sennheiser AMBEO team, she takes pride in providing market insights and data-driven business strategies. In addition to her primary job functions, she has been certified as a Data Analyst with Python for her commitment to data analysis.

Lorenz Bucher (Software Architect)

Lorenz Bucher is part of Sennheiser’s interdisciplinary AMBEO Mobility team. As a software architect, he’s eagerly striving to shape the future of automotive sound experiences and leading Sennheiser towards software excellence. He has a background in electrical engineering and spent many years of his career developing embedded audio DSP systems and implementing audio algorithms for high-end professional mixing consoles and consumer electronics. Being an avid musician in his spare time, Lorenz has found the sweet spot where he can combine his love for music with his passion for tweaking the technology to create the ‘wow’.

Sofia Checa (Software Engineer)

Sofia is a software engineer specializing in spatial audio. She has a degree in Electrical Engineering and Computer Science from Yale University and is also a classically trained cellist. She joined the team in 2019 to help create the first AMBEO Mobility Demo Car and has been fascinated with the project ever since. Sofia loves her job because it allows her to tap into both her technical side and her artistic side each and every day. Her responsibilities range from writing code to critical listening to developing demo experiences.

Henrik Oppermann (Head of Sound)

Henrik Oppermann (M.Mus.) is a leading 3D sound specialist, bringing with him over 15 years of experience in recording studio-quality audio on location for film, advertising, music industry clients and 3D sound installations. Henrik has worked on over 150 VR and AR projects, capturing 3D audio in a number of challenging environments, including low-flying military aircraft, formula one race cars, refugee camps, mountain peaks and concert halls around the world. An expert in his field, Henrik has developed hardware and software audio applications and workflows for VR collaboration with leading sound partners, to deliver the best possible Immersive Sound. Henrik joined Sennheiser AMBEO Immersive Audio as the Head of Sound in February 2022.

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Show Notes

Sennheiser – https://en-uk.sennheiser.com

Immersive Audio – https://en-uk.sennheiser.com/ambeo

AMBEO Mobility Official Page – https://en-uk.sennheiser.com/ambeo-mobility

AMBEO Mobility LinkedIn – https://www.linkedin.com/showcase/ambeo-mobility

Survey

We want to hear from you! We really value our community and would appreciate it if you would take our very quick survey and help us make the Immersive Audio Podcast even better: surveymonkey.co.uk/r/3Y9B2MJ Thank you!

Credits

This episode was produced by Oliver Kadel and Emma Rees and included music by Rhythm Scott.

Episode 63 Kevin Bolen (Skywalker Sound)

Summary

In this episode of the Immersive Audio Podcast, Oliver Kadel and Monica Bolles are joined by a director for interactive audio at Skywalker Sound – Kevin Bolen from California, US. 

Kevin Bolen supervises Skywalker Sound’s interactive audio department, which combines decades of cinematic audio experience with bleeding-edge technologies to create unforgettable immersive audio experiences such as the Academy Award-winning Carne y Arena, the Peabody Award-winning Queerskins: A Love Story, and the Emmy-nominated Star Wars: Vader Immortal. Kevin’s team collaborates with partners including Disney, Lucasfilm, Marvel, Legendary Entertainment, and ILMxLAB to extend the power of cinematic storytelling into location-based experiences and home entertainment alike.

In this episode, Kevin shares his perspective on how they approach the spatial and interactive audio philosophy at Skywalker and we explore the Star Wars: Tales from the Galaxy’s Edge project case study.

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Show Notes

Kevin Bolen – https://www.linkedin.com/in/kbolen/

Skywalker Sound – https://www.skysound.com/

ILMxLAB – https://www.ilmxlab.com/

Facebook Spatial Workstation – https://facebook360.fb.com/spatial-workstation/

Star Wars: Tales from the Galaxy’s Edge – https://www.oculus.com/experiences/quest/3484270071659289/?locale=en_GB

Bandcamp acquired by Epic Games – https://www.epicgames.com/site/en-US/news/bandcamp-joining-epic-games-to-support-fair-open-platforms-for-artists-and-fans

The audio heard through the episode are binaural excerpts from Star Wars: Tales from the Galaxy’s Edge VR Experience.

Survey

We want to hear from you! We really value our community and would appreciate it if you would take our very quick survey and help us make the Immersive Audio Podcast even better: surveymonkey.co.uk/r/3Y9B2MJ Thank you!

Credits

This episode was produced by Oliver Kadel and Emma Rees and included music by Rhythm Scott.

Episode 62 Nikunj Raghuvanshi & Noel Cross (Microsoft – Physics Based Virtual Acoustics)

Summary

In this episode of the Immersive Audio Podcast, Oliver Kadel, Monica Bolles and Bjørn Jacobsen are joined by a Principal Dev Leader at the Mixed Reality division at Microsft Noel Cross and Senior Principal Researcher at Microsoft Research Nikunj Raghuvanshi from Redmond, US.

Nikunj likes to invent techniques that create immersive sight and sound from computation. He is endlessly fascinated with simulating the laws of physics in real-time and finds it thrilling to search for simple algorithms that unfold into complex physical behaviour. He has over a decade of research and development experience at the intersection of computational audio, graphics, and physics, with over fifty papers and patents. His inventions have been successfully deployed in the industry, particularly Project Acoustics, which is bringing immersive sound propagation to many major AAA game franchises today. Nikunj is currently a Senior Principal Researcher at Microsoft Research. Previously, he initiated interactive sound simulation research at UNC-Chapel Hill during his PhD studies, whose codebase was acquired by Microsoft. 

Noel grew up playing games on my Commodore 64 and Amiga computers. His love for multimedia computing helped him to start working at Microsoft as an intern in 1991 in the multimedia team. This was the age of the SoundBlaster 16 ISA cards and CD-ROMs were just being introduced into PCs.  Out of the multimedia team, the DirectX team was born to accelerate the development of high-quality games for the PC. Noel worked on DirectSound and audio drivers for Windows getting a taste of the game development community attending several GDCs in the 90s. This was the first time he was introduced to 3D audio algorithms and at the time the technology didn’t impress much.  Through the 2000s, he worked on every release of Windows with the focus on improving the audio subsystem. This led to the complete overhaul of the audio infrastructure on the Windows Vista platform which has remained largely intact since introduced in 2006.  The most current stop on his Microsoft journey is working on Mixed Reality devices. He worked on the speech and audio functionality exposed from HoloLens and Windows Mixed Reality devices with a concentration on spatial audio. After having lackluster impact in the 90s with spatial audio, he’s been reinvigorated working on this technology with the introduction of high-quality HRTFs and head-tracking services to complete the experience. Spatial audio processing has also led Noel to better understand the impact of acoustics on virtual 3d worlds. His team is currently working on Project Acoustics which allows developers of 3d titles to take advantage of wave-based simulations to handle how audio propagates in the real world.

In this episode, Nikunj and Noel dive deep into the topic of physics-based virtual acoustics along with Project Triton and Project Acoustics covering fundamental theory, research, technology and case studies.

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Show Notes

Project Acoustics: Making Waves with Triton – https://youtu.be/pIzwo-MxCC8

Gears of War 4, Project Triton: Pre-Computed Environmental Wave Acoustics  – https://youtu.be/qCUEGvIgco8

NOTAM – https://notam.no/meetups/the-ambisonics-salon/ 

Nikunj Raghuvanshi’s LinkedIn: https://www.linkedin.com/in/nikunj-raghuvanshi-a499172b/

Noel Cross’s LinkedIn: https://www.linkedin.com/in/noel-cross-0b9a51167/

Microsoft Soundscape – https://www.microsoft.com/en-us/research/product/soundscape/

Microsoft HoloLens – https://www.microsoft.com/en-us/hololens

AVAR 2022: AES 4th International Conference on Audio for Virtual and Augmented Reality – https://aes2.org/contributions/avar-2022/

Senua’s Saga: Hellblade II – Gameplay reveal – https://youtu.be/fukYzbthEVU //

https://twitter.com/dagadi/status/1470000580223504389)

Directional Sources & Listeners in Interactive Sound Propagation using Reciprocal Wave Field Coding – https://www.youtube.com/watch?v=pvWlCQGZpz4

​​Project Acoustics | Game Developers Conference 2019- https://youtu.be/uY4G-GUAQIE

Interactive sound simulation: Rendering immersive soundscapes in games and virtual reality – https://youtu.be/2sKPDGBsM0Q

Project Triton Research website – https://www.microsoft.com/en-us/research/project/project-triton/

Notes on Parametric Wave Field Coding for Precomputed Sound Propagation – https://www.microsoft.com/en-us/research/publication/parametric-wave-field-coding-precomputed-sound-propagation/

Survey

We want to hear from you! We really value our community and would appreciate it if you would take our very quick survey and help us make the Immersive Audio Podcast even better: surveymonkey.co.uk/r/3Y9B2MJ Thank you!

Credits

This episode was produced by Oliver Kadel and Emma Rees and included music by Rhythm Scott.

Episode 61 – Tom Ffiske (Immersive Wire)

Summary

In this episode of the Immersive Audio Podcast, Oliver Kadel and Monica Bolles are joined by a tech journalist and founder of Immersive Wire – Tom Ffiske from London, UK.   

Tom is Chief Editor of Immersive Wire, the newsletter dedicated to immersive technologies and the metaverse, analysing the sector and charting its steady growth over time.

In this episode, Tom shares his view on the current state of play of the Metaverse vision and talks about his upcoming book The Metaverse: A profession Guide.

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Show Notes

Tom Ffisk – https://uk.linkedin.com/in/tom-ffiske-56119174

Immersive Wire – https://www.immersivewire.com/

The Metaverse: A Professional Guide – https://www.immersivewire.com/the-metaverse-a-professional-guide/

Our Patreon

If you enjoy the podcast and would like to show your support please consider becoming a Patreon. Not only are you supporting us, but you will also get special access to bonus content and much more.

Find out more on our official Patreon page – https://www.patreon.com/immersiveaudiopodcast

We thank you kindly in advance!

Survey

We want to hear from you! We really value our community and would appreciate it if you would take our very quick survey and help us make the Immersive Audio Podcast even better: surveymonkey.co.uk/r/3Y9B2MJ Thank you!

Credits

This episode was produced by Oliver Kadel and Emma Rees and included music by Rhythm Scott.

Episode 60 – Ken Felton (SPATIAL)

Summary

In this episode of the Immersive Audio Podcast, Oliver Kadel, Monica Bolles and Bjørn Jacobsen are joined by Ken Felton, Sound Designer at Spatial, from the San Francisco Bay Area, US.   

Ken is an Audio Director and Sound Designer with decades of experience in professional audio, and a passion for storytelling and immersive soundscapes. Ken started in pro-audio by touring N. America and running sound reinforcement systems. In 1994 he moved to Northern California and started working with interactive audio at Electronic Arts. Most recently in 2021, Ken joined Spatial where he works as a sound designer and brand ambassador.  

In this episode, we discuss the Spatial technology and its entire ecosystem of tools, exploring the breadth of implementation options and some recent case studies.

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Show Notes

Ken Felton – https://www.linkedin.com/in/ken-felton-soundsgood

Spatial – https://www.spatialinc.com

Our Patreon

If you enjoy the podcast and would like to show your support please consider becoming a Patreon. Not only are you supporting us, but you will also get special access to bonus content and much more.

Find out more on our official Patreon page – https://www.patreon.com/immersiveaudiopodcast

We thank you kindly in advance!

Survey

We want to hear from you! We really value our community and would appreciate it if you would take our very quick survey and help us make the Immersive Audio Podcast even better: surveymonkey.co.uk/r/3Y9B2MJ Thank you!

Credits

This episode was produced by Oliver Kadel and Emma Rees and included music by Rhythm Scott.

Episode 59 – Hyunkook Lee (A Conceptual Model of Immersive Experience in Extended Reality)

Summary

In this episode of the Immersive Audio Podcast, Oliver Kadel and Monica Bolles are joined by the director of the Applied Psychoacoustics Laboratory at the University of Huddersfield – Hyunkook Lee.

Dr Hyunkook Lee is a Reader (i.e., Associate Professor) in Music Technology and the Director of the Applied Psychoacoustics Laboratory, University of Huddersfield, U.K. His research over the last 10 years contributed to advancing the understanding of three-dimensional (3D) audio perception and developing new 3D capture and reproduction techniques. He has invented various psychoacoustics-based 3D microphone arrays including PCMA-3D and ESMA-3D, whose principle for height microphone configuration has been adopted for Schoep’s award-winning ORTF-3D array. Recently, he has been focusing on researching and developing perceptually optimised techniques of 6DoF audio rendering for extended reality applications. He is also currently leading a multidisciplinary project that connects immersive arts and technologies. From 2006 to 2010, he was a Senior Research Engineer in audio R&D with LG Electronics, South Korea, where he participated in the standardisations of MPEG audio codecs and developed spatial audio algorithms for mobile devices. He is an Associate Technical Editor of the Journal of the Audio Engineering Society (AES). He co-edited a recently published book “3D Audio” (Routledge). Hyunkook is a Fellow of the AES, Vice-Chair of the AES High-Resolution Audio Technical Committee, and has recently been elected as a Governor of the AES for 2022-2023.   Dr Lee received a B. Mus (Hons) degree in music and sound recording (Tonmeister) from the University of Surrey, U.K., in 2002 and a PhD in spatial audio psychoacoustics from the Institute of Sound Recording (IoSR), the University of Surrey in 2006.

In this episode, we discuss Hyunkook’s recent research on “A Conceptual Model of Immersive Experience in Extended Reality” and its influence on spatial audio.

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Show Notes

Hyunkook Lee – https://pure.hud.ac.uk/en/persons/hyunkook-lee

360 Reality Audio Creative Suite – https://360ra.com/

IMERSA – https://www.imersa.org/item/immersive-audio

University of Surrey, Music & Sound Recording (Tonmeister) – https://www.surrey.ac.uk/undergraduate/music-and-sound-recording-tonmeister

University of Huddersfield, Music Technology – https://www.hud.ac.uk/inspire/musictechnology/

University of Huddersfield, Applied Psychoacoustics Lab – www.hud.ac.uk/apl

Applied Psychoacoustics Lab on Facebook – https://www.facebook.com/applied.psychoacoustics.lab/

A Conceptual Model of Immersive Experience in Extended Reality Paper – https://psyarxiv.com/sefkh/

Conceptual Model of Immersive Experience in Extended Reality Online Lecture – https://www.youtube.com/watch?v=ZoSTV-WVeeI

Our Patreon

If you enjoy the podcast and would like to show your support please consider becoming a Patreon. Not only are you supporting us, but you will also get special access to bonus content and much more.

Find out more on our official Patreon page – https://www.patreon.com/immersiveaudiopodcast

We thank you kindly in advance!

Survey

We want to hear from you! We really value our community and would appreciate it if you would take our very quick survey and help us make the Immersive Audio Podcast even better: surveymonkey.co.uk/r/3Y9B2MJ Thank you!

Credits

This episode was produced by Oliver Kadel and Emma Rees and included music by Rhythm Scott.

Episode 58 – Max Röhrbein (ENCIRCLED, IOSONO – Wave Field Synthesis)

In this episode of the Immersive Audio Podcast, Oliver Kadel and Bjørn Jacobsen are joined by the co-founder and managing director of Encircled Max Röhrbein from Berlin, Germany.

Max is a co-founder and a managing director at Encircled audio.solutions GmbH where Encircled is the official and only licensee of the IOSONO software.

In this episode, Max discusses the technical capabilities of the entire IOSONO software and hardware ecosystem and we dive deep into this episode’s hot topic – Wave Field Synthesis.

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Show Notes

Cujo Sound YouTube Channel – https://www.youtube.com/channel/UCDe59ZJaYVueCUH55POlW3g

Dolby Atmos plug-in for Logic Pro – https://support.apple.com/en-gb/guide/logicpro/lgcp8e75f0b5/mac

Unity to acquire Peter Jackson’s Weta Digital in $1.6 billion deal – https://www.techspot.com/news/92159-unity-acquire-peter-jackson-weta-digital-16-billion.html

Max Röhrbein – https://www.linkedin.com/in/max-r%C3%B6hrbein-7560ab59/

Encircled/ IOSONO – https://encircled-audio.com/

Our Patreon

If you enjoy the podcast and would like to show your support please consider becoming a Patreon. Not only are you supporting us, but you will also get special access to bonus content and much more.

Find out more on our official Patreon page – https://www.patreon.com/immersiveaudiopodcast

We thank you kindly in advance!

Survey

We want to hear from you! We really value our community and would appreciate it if you would take our very quick survey and help us make the Immersive Audio Podcast even better: surveymonkey.co.uk/r/3Y9B2MJ Thank you!

Credits

This episode was produced by Oliver Kadel and Emma Rees and included music by Rhythm Scott.

Episode 57 – Hugo Larin (Flux:: Immersive – SPAT Revolution)

In this episode of the Immersive Audio Podcast, Oliver Kadel and Monica Bolles are joined by the ambassador and key collaborator of the FLUX:: Immersive – SPAT Revolution audio engine project Hugo Larin from Montreal, Canada.

Hugo Larin has deep roots in audio mixing, design, and operation as well as in networked control and data distribution.  He launched his career in production equipment rentals and in-studio recording. His passion for technology and for the entertainment production environment quickly drove him toward the live production sphere. His activities in this realm include a number of mixing, operation, and technical director roles on a variety of high-profile productions and events.

In this episode, Hugo discusses the technical capabilities of the SPAT Revolution engine along with the entire fleet of FLUX:: Immersive tools and we talk about the newly launched ADM OSC initiative.

For our podcast listeners, Flux:: Immersive are giving special access to extended licenses for -> Spat Revolution Software


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Show Notes

Flux:: – https://www.flux.audio/

Flux:: Immersive – https://www.flux.audio/immersive/

Spat Revolution – https://www.flux.audio/project/spat-revolution/

Ircam HEar  – https://www.flux.audio/project/ircam-hear-v3/

LANDR – https://www.landr.com

Ircam – https://www.ircam.fr/

ADM-OSC – https://doc.flux.audio/en_US/spat_revolution_doc/Ecosystem_&_integration_ADM_OSC.html

ADM-OSC GitHub – https://github.com/immersive-audio-live/ADM-OSC

FLUX:: Immersive User Group – https://www.facebook.com/groups/fluximmersive.usergroup

Our Patreon

If you enjoy the podcast and would like to show your support please consider becoming a Patreon. Not only are you supporting us, but you will also get special access to bonus content and much more.

Find out more on our official Patreon page – https://www.patreon.com/immersiveaudiopodcast

We thank you kindly in advance!

Survey

We want to hear from you! We really value our community and would appreciate it if you would take our very quick survey and help us make the Immersive Audio Podcast even better: surveymonkey.co.uk/r/3Y9B2MJ Thank you!

Credits

This episode was produced by Oliver Kadel and Emma Rees and included music by Rhythm Scott.

Episode 56 – Nuno Fonseca (Sound Particles – Physics Based Audio)

In this episode of the Immersive Audio Podcast, Oliver Kadel and Monica Bolles are joined by the founder and CEO of Sound Particles Nuno Fonseca from Leiria, Portugal.

Nuno Fonseca (PhD), is the founder and CEO of Sound Particles company, and was the creator of Sound Particles software, a 3D CGI-like audio software used in all major Hollywood studios in productions such as “Star Wars 9”, “Frozen II”, “Aquaman” or “Game of Thrones”. Former university professor (computer science and music technology areas),  Nuno is the author of the Portuguese book “Introdução à Engenharia de Som” (Introduction to Sound Engineering), co-author of the Portuguese book “Desenvolvimento em iOS” (iOS Development), author of “All You Need to Know About 3D Audio” ebook, and author of more than 20 papers regarding audio research. He is a member of AES, SMPTE, CAS, MPSE, AMPS, and a member of the Audio Engineering Society (AES) Technical Committee on “Audio for Cinema”.

In this episode, Nuno shares the story of the creation of Sound Particles and he explains the core operational principles of Physics-based Audio and its unique sonic properties.


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Show Notes

Xp4l – https://www.xp4l.com/

Spatial Audio on Netflix  – https://9to5mac.com/2021/08/18/netflix-spatial-audio-support-roll-out/

Nuno Fonseca – https://pt.linkedin.com/in/nuno-fonseca-04250a30

All You Need to Know about All about 3D Audio Ebook – https://soundparticles.com/resources/ebooks/3daudio

Sound Particles – https://soundparticles.com/products/soundparticles/overview

Energy Panner Plugin – https://soundparticles.com/products/energypanner

Brightness Panner Plugin – https://soundparticles.com/products/brightnesspanner

Space Controller Plugin – https://soundparticles.com/products/spacecontroller

Our Patreon

If you enjoy the podcast and would like to show your support please consider becoming a Patreon. Not only are you supporting us, but you will also get special access to bonus content and much more.

Find out more on our official Patreon page – https://www.patreon.com/immersiveaudiopodcast

We thank you kindly in advance!

Survey

We want to hear from you! We really value our community and would appreciate it if you would take our very quick survey and help us make the Immersive Audio Podcast even better: surveymonkey.co.uk/r/3Y9B2MJ Thank you!

Credits

This episode was produced by Oliver Kadel and Emma Rees and included music by Rhythm Scott.

Episode 55 – Varun Nair (Two Big Ears & Facebook 360 Spatial Workstation)

In this episode of the Immersive Audio Podcast, Oliver Kadel is joined by Varun Nair from Edinburgh, Scotland.

Varun has spent the past 15 years building technologies, products, teams, and companies in Silicon Valley, UK, and India. Most recently he was head of AR/VR audio software at Facebook. Prior to that, he co-founded Two Big Ears, an immersive audio technology company, which was acquired by Facebook in 2016.

In this episode, Varun shares the story of the creation of the Two Big Ears start-up and the subsequent journey. We dive into spatial audio tech and the future opportunities it presents.


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Show Notes

Varun Nair LinkedIn – https://www.linkedin.com/in/varun-nair-tech/?originalSubdomain=uk

Two Big Ears –  https://www.facebook.com/TwoBigEars/

The Facebook 360 Spatial Workstation – https://facebook360.fb.com/spatial-workstation/

Facebook 360 Spatial Workstation Public group – https://www.facebook.com/groups/audio360support/permalink/2314771132087082/?comment_id=2314999128730949&reply_comment_id=2319634628267399

Our Patreon

If you enjoy the podcast and would like to show your support please consider becoming a Patreon. Not only are you supporting us, but you will also get special access to bonus content and much more.

Find out more on our official Patreon page – https://www.patreon.com/immersiveaudiopodcast

We thank you kindly in advance!

Survey

We want to hear from you! We really value our community and would appreciate it if you would take our very quick survey and help us make the Immersive Audio Podcast even better: surveymonkey.co.uk/r/3Y9B2MJ Thank you!

Credits

This episode was produced by Oliver Kadel and Emma Rees and included music by Rhythm Scott.