It's bizarre that they got as far as having everything designed, and even delivering a handful of early units, and yet still managed to fail so hard. I can see why they had trouble securing more funding though. At least for VR, this concept actually seems rather redundant. There's no need for the headphones to track their own position if the user is wearing a VR headset that is already doing just that. A 3D microphone array with 6 mics also seems fairly pointless when VR headsets include microphones as well. And any audio processing can be performed on the PC, or whatever other host device is running the simulation, so having a "32-core processor" onboard seems unnecessary for that.
And outside of VR, these headphones would basically just be simulating a surround speaker setup in headphone form. For games or movies where you are likely to encounter positional audio, a person's head is going to be mostly stationary anyway, since they're looking forward at a screen, so again, the tracking might not be of much use. And unless you need headphones to avoid disturbing others, this doesn't really do much that a surround speaker setup won't do, and isn't going to recreate low-frequency sounds as well as a speaker system with a proper subwoofer. I guess you could have an approximation of a surround setup while on the go, but these don't appear to be the most portable headphones either.
About the only advantage I can see over a pair of stereo studio monitor headphones for VR is that having multiple speakers inside would allow the sound to be affected by the unique shape of one's ears, potentially making the positioning feel slightly more accurate than sound delivered directly into the ear canal. Even four speakers per ear still won't provide completely accurate positioning though. Plus, there might need to be explicit support for the headphones in any VR software you use, otherwise the software may only output a stereo signal with simulated 3D positioning effects already applied, messing up the headset's own positioning.
I'd be interested in seeing a summary of where these millions of dollars actually went to though. Someone obviously made a lot of money out of the endeavor, even if the company is claiming that some of their employees were working "without salaries" in recent months. It's certainly easy for someone to work without pay if they already pocketed a large some of money for their services over the course of development.
Of course, people should also be a little more careful about throwing money at a company that proudly proclaimed in their crowdfunding campaign that they "started in a home living room" just a year and a half prior. The same goes for all the tech sites reporting on campaigns like this. This was a newly-formed company that never actually delivered a product before, and it should really be pointed out in articles like these that there is the possibility that a product won't get delivered, and that those thinking they're making a purchase could potentially be out hundreds of dollars.