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How do you package/distribute your 360 video content?

PostPosted: Thu Dec 01, 2016 4:38 pm
by hsnk
Sorry if this is the wrong forum. Don't know where else to post this :(

I'm creating a 360 video for a client (GoPro rig, ambisonic audio etc). I'll be stitching it using AVP.

I'm wondering what channels you guys use to distribute your videos (apart from the regular ones like YouTube, Littlstar)? I'm thinking of building my own app (specially so I can take advantage of spatial audio). Any tools I can use?

Cheers!

Re: How do you package/distribute your 360 video content?

PostPosted: Wed Dec 07, 2016 1:52 am
by VirtualVerite
Curious why you may want to distribute content via your own app verses established channels? The largest audience at the moment is YouTube, Facebook, and Samsung VR. The hardest part of app development (other than the average $150,000+ cost) is getting your audience to download it.

Re: How do you package/distribute your 360 video content?

PostPosted: Wed Dec 07, 2016 4:59 pm
by hsnk
VirtualVerite wrote:Curious why you may want to distribute content via your own app verses established channels? The largest audience at the moment is YouTube, Facebook, and Samsung VR. The hardest part of app development (other than the average $150,000+ cost) is getting your audience to download it.


My video has spatial audio. None of these channels support that currently. AFAIK, the only way to allow viewers to experience spatial audio is through a custom app.

Re: How do you package/distribute your 360 video content?

PostPosted: Thu Dec 08, 2016 3:42 pm
by Emeric
Hi hsnk.
Youtube supports spatial audio on both desktop and mobile, ambisonic first order, ACN/SN3D.

Re: How do you package/distribute your 360 video content?

PostPosted: Mon Jan 30, 2017 4:01 pm
by Skaven252
Samsung VR supports spatial audio (4 channels) on Gear VR.

Facebook has recently also added support for spatial audio, but it seems laggy: when you rotate the view, the rotation of the soundscape seems to lag behind.