I tried the demos:
http://googlechrome.github.io/omnitone/#gallery

It works with Chrome, in Linux and OSX, but not in Windows.

I quickly inspected the demo page. 

The streams are in a MP4 container, with a H.264 video track and a M4A
audio track; support for the Opus codec is probably not ready yet.

Both videos are HD. The Resonance video is 360/3D, while the Furza
video is 360 (so is has more spatial resolution).

There's 8 stereo WAV with stereo impulse responses, corresponding to
the 8 virtual speakers. Although it works, decoding can be done with
less resources, using the "kernels" of the Ambisonic Toolkit, as I did
for ambonic.xyz more than a year ago.

In the Google blog, it says: "the Chrome Media team has recently added
FOA compression to the open source audio codec Opus". If I'm not
mistaken, there's no new "compression" involved in the recent support
for Ambisonics in the Opus codec; the changes added metadata for channel
mapping, and some compression features were disabled and/or forced to
ensure better compatibility with ambisonics. I did something similar
for ambisonic.xyz (using a slightly modified opus encoding tool), and
while my tests were working fine, support for Opus is not equal in all
browsers (m4a is better supported for now).

--
Marc

On Mon, 25 Jul 2016 23:02:02 -0600
Martin Leese <[email protected]> wrote:

> Hi All,
> 
> Here is a brief article about Google's
> Omnitone for VR surround sound.  What I find
> interesting, and which I had not realised
> before, is that the binaural is obtained via
> eight-speaker surround.  This should make it
> trivial to feed such a speaker array.  Visit:
> https://techcrunch.com/2016/07/25/googles-omnitone-surround-sound-project-brings-us-closer-to-web-based-vr/
> 
> The article contains a link to a Google Blog
> post:
> http://google-opensource.blogspot.ca/2016/07/omnitone-spatial-audio-on-web.html
> 
> As you can see, Google has made Omnitone
> open source.
> 
> Regards,
> Martin

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