The app, called Spatial Studio, is a three-dimensional environment where users can design scenes and identify dynamic objects. It runs on iOS, but it’s hefty for a mobile app, with lots of precision control for everything from scaling controls to adaptive physics. The Studio app is used for both creation and real-time interaction with a soundscape.
Then there’s the Spatial Reality engine, which runs on a series of computers (the number of which varies based on how large the scene is — one M1 Mac mini can run up 128 channels). The engine connects to the dynamic objects defined in the Studio app, as well as to any other input sensors.
Output can be completed with just about any set of speakers, though, of course, the quality of those speakers will greatly affect the overall soundscape.
Who’s going to buy this? — There’s no doubt Spatial’s system is innovative. Immersive audio technology has largely been static as of late. The ability to create experiences where visitors can become part of the soundscape — not just listening to, but affecting it — is huge.
The larger question, then, is whether or not it’s viable as a product. Technological innovation for its own sake is wonderful, but we’re still living under capitalism. Spatial won’t be able to succeed unless it sells.
We know users enjoy immersive audio experiences. In fact, they enjoy them so much so that spatial audio has made its way into our gaming headsets and our AirPods. Three-dimensional audio isn’t even expensive, at this point.
What Spatial is selling is much, much more specialized. As The Verge points out, similar offerings do exist, albeit without Spatial’s most innovative features, the fine-tuning available for dynamic objects and other interactivity. But what local zoo is going to spend its budget on Spatial’s system — not to mention the time needed to actually create scenes with it — when a static soundscape works just as well?