Spatial makes building immersive, interactive soundscapes more accessible

SlashGear
March 23, 2021

Much of today’s tech­nol­o­gy has an obses­sion with things we can see, from pho­to­re­al­is­tic com­put­er graph­ics, through increas­ing­ly sophis­ti­cat­ed com­put­er inter­faces, to new vir­tu­al and aug­ment­ed real­i­ty expe­ri­ences. Our sens­es don’t stop at our eyes, though, and sound is an equal­ly impor­tant part of hav­ing an immer­sive and believ­able expe­ri­ence. With the focus on visu­als, how­ev­er, cre­at­ing evolved audio expe­ri­ences has been tra­di­tion­al­ly more dif­fi­cult and more expen­sive, leav­ing would-be sound­scape cre­ators priced out even if they know what tools they should be look­ing for. That’s the sit­u­a­tion that start­up Spa­tial is try­ing to address, with a suite of tools and ser­vices to make cre­at­ing such sound­scapes more acces­si­ble to hob­by­ists and pro­fes­sion­als alike.

Spa­tial, more for­mal­ly Spa­tialX Inc., has a pedi­gree that comes from some well-rec­og­nized names in enter­tain­ment and tech­nol­o­gy. Co-founders Calin Pacu­raria and Michael Plitkins, for exam­ple, hail from Apple, Palm, and Nest, respec­tive­ly, among oth­er indus­try expe­ri­ences. Dar­rell Rodriguez, who leads oper­a­tions, had been at Elec­tron­ic Arts and Lucas Arts at some points in the past. Han­dling mar­ket­ing and com­mu­ni­ca­tions, Jen­nifer Bow­cock for­mer­ly ran glob­al com­mu­ni­ca­tions for Dol­by, and before that was a promi­nent mem­ber of the Apple PR team respon­si­ble the iPhone, iPad, and the Apple Store’s glob­al expansion.

[…]-“The entire Spa­tial team brought their col­lec­tive expe­ri­ences and exper­tise togeth­er and cooked – over the course of almost four years – what they say is the per­fect recipe for a sound­scape that promis­es to make your visu­al and inter­ac­tive expe­ri­ences more believ­able. Rather than com­pos­ing a sin­gle piece of music, with Spatial’s tools it’s pos­si­ble to cre­ate a real­is­tic sound­scapes that evolve and react in real-time.”

[…]- …“with Spatial’s tools it’s pos­si­ble to cre­ate a real­is­tic sound­scapes that evolve and react in real-time.”

[…]-… “the only way I could get a sense of what Spa­tial is, was through expe­ri­enc­ing it for myself: I paid Spa­tial a vis­it out in Oak­land, CA. Was the trip worth it? Heck yes, which I’ll expand in greater details in a fol­low-up arti­cle which will include my inter­view with the team – but for now, let’s just say my expe­ri­ence with Spa­tial was noth­ing short of a delec­table audi­to­ry feast.”

[…]-“Akin to a game engine, the Spa­tial Real­i­ty engine can ren­der sound­scapes in real-time, react­ing to any kind of input whether touch sen­sors or com­put­er vision systems.”

[…]- …“what makes Spa­tial spe­cial is its flex­i­bil­i­ty and abil­i­ty to scale to any need or budget.”

[…]-“You could cre­ate any­thing from a spooky haunt­ed house feel for Hal­loween, through to a block par­ty gath­er­ing with the feel­ing of a Coney Island day out. Instal­la­tions can range from uti­liz­ing just a hand­ful of speak­ers in the home or on a small retail demo floor, through to thou­sands of all sizes spread across a theme park.”

[…]-“From hob­by­ists to pros, Spa­tial is aim­ing to empow­er cre­ators to craft the com­plete pack­age, immers­ing peo­ple in a real­is­tic and believ­able audio-visu­al expe­ri­ence that will take them to worlds they could have only imag­ined possible.”

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