I am a sound engineer, recording concerts and operas, natural soundscapes on mountains and underwater (using hydrophones), urban soundscapes with vehicles, etc...
I am using massive microphone (or hydrophone) arrays, such as the Eigenmike, and processing my recordings in various spatial audio formats, including Ambisonics (at order ranging from 1st to 4th, that is 4 to 25 channels), SPS (either SPS-8, aka Mach1, that is 8 channels, or SPS-32). I also often use the Facebook proprietary format (called TBE: it is some sort of 2nd order Ambisonics with channel R omitted, so it uses 8 channels instead of 9).
In my work, video is present just for providing visual feedback to the listener, but I am mostly concerned of sound quality.
Till now I always used Vive Cinema as my VR-video player, as it supports natively all the spatial audio formats described above.
Unfortunately Vive Cinema only works on tethered HMDs, such as the Samsung Odyssey or the Oculus Rift (and of course the HTC Vive), instead for demonstrations and public presentations I would like to use untethered HMDs, such as the Oculus Go, the Oculus Quest or the Gear VR. I even own a Lenovo Mirage SOlo, one of the few standalone HMDs supporting Daydream (now defunct).
On these devices Vive Cinema does not work, and the native player does not support high resolution spatial audio formats, at maximum the Facebook's TBE is supported by the Oculus gallery app.
The best would be to use the same player on every platform, and here comes DeoVR.
So the question is: which spatial audio formats are supported by DeoVR? Is there any special naming conventions for the video files, for informing the player of the spatial audio format?
Or does DeoVR require metadata (such as VLC Mediaplayer), injected in the video file using my modified Google Metadata Injector extended for High Order Ambisonics?
Finally, is an additional stereo "head locked" track supported, as it happens on Youtube or Facebook?