Recent Discussions
Which spatialized audio solution should I use for Oculus Quest using Unity?
So far I've tried ONSPPropagationGeometry/ONSPPropagationMaterial combination. It's in beta, partially broken, and had severe performance issues in a small test situation (small room with furniture, one static sound source, two moving sound sources). I tried the OculusSpatializerUnity script that's supposed to dynamically resize the "shoebox", but the AudioRaycast method never gets called, so the shoebox remains at the default size of 8,3,5. And I tried the OculusSpatializerReflection mixer group effect. This would require setting up snapshots for every space and transitioning between them. It currently seems the most functional, but would require a lot of manual setup. Or is there another solution that people are using? p.s. I'm using this asset store project as my test environment: https://assetstore.unity.com/packages/essentials/tutorial-projects/foundations-of-audio-183075Anonymous4 years ago0likes3CommentsOculus + FMOD + Unity - Attenuation ramp
I have set up an FMOD event with Oculus spatialization. As I approach the sound, it's inaudible for most of its range, and then suddenly it ramps up in volume when I'm right next to it. I can give further details later, but firstly just want to know if others have encountered this issue with Oculus spatializer. If I use the FMOD "3D Object Spatializer" then it sounds much smoother, I can hear it as I approach.shaunnortonAU4 years agoExplorer1like0CommentsWwise Unity Oculus Spatializer - no output whenever there is a Wwise Meter effect on a child-bus
Hello all! I need to side-chain spatialized objects to use in an RTPC for ducking stereo tracks in Wwise. I have tested this on the audio bus with the Oculus Spatializer mixer plugin with the desired results, but since i need this for groups of sounds I created child-busses for these. Unfortunately, whenever I apply the Wwise Meter effect for measuring the output there, nothing comes out of the Oculus Spatializer bus even though I can see the child-bus outputting audio. I tried using multiple busses with their own Oculus Spatializer mixer plugins which seems to work inside Wwise, but I haven't tested it in Unity yet and I heard this is not recommened either. Am I missing something? How would I go about using child-busses for spatialized audio? And why does the Wwise Meter effect mute my audio? Last but not least I tried using the built-in Auto Ducking feature as well but this doesn't seem to do anything except -permanently- lower the volume of the ducked track. Any help appreciated! Thank you in advance! Wwise 2021.1.2.7629.2141 Unity 2019.3.0f3 Oculus Spatialzer 28.0.0KSO30004 years agoHonored Guest0likes2Commentsbypass checkbox in Oculus spatializer mutes audio instead of passing it through. [WWISE-UE4]
Hello everyone. We are currently running tests with the Oculus spatializer Plugin (OCULUS ovr audio spatializer wwise 31.1.0) in WWISE ( 2021.1.1.7601 ) in UE4.25. For some really weird reason, the 'bypass' checkbox in Oculus spatializer now simply mutes audio instead of passing it through. So in our Stereo setup, we don't hear anything when we bypassed the plugin in Wwise while connected using the profiler. We are currently testing using footsteps sounds with this plugin (mono source) The plugin is allocated in one Aux Bus under the Master output and the routing is direct with no other aux buses interfering. We also tested the Bypass by linking it to an RTPC controlled from within the game but it wouldnt make any difference. Anyone know if this is a bug with the oculus spatializer plugin? or is there anything I'm missing out in the setup and use of the plugin? We also encountered the issue where having another plugin, for example Wwise Meter, instantiated in the Aux Bus holding the Oculus Spatializer, the Oculus plugin will not work at all. Has anyone encountered any similar issues using this plugin? Wwise 2021.1.1.7601 OCULUS ovr audio spatializer wwise 31.1.0 UE 4.25 Thanks in advance,juancarlos_NGT4 years agoHonored Guest0likes0CommentsOculus Spatializer close proximity mutes audio
When bringing listener and source close together, the audio gets quieter and quieter until it is completely silent when overlapping them. It only happens when using the ONSP Propagation. (Adding a geometry and building the scene, creates this problem) This also only happens when reflections are enabled. I'm using it in combination with FMOD 2.01.07 and Unity 2020.1.17f1 having installed the latest version 31.1 and using the Spatializer which comes with the Oculus integration 31.0.0 and then updating it when the prompt is coming to update the spatializer.Capraise4 years agoHonored Guest0likes0CommentsBLE-MIDI SUPPORT
Hello. I'm developing an oculus quest2 app in unity using BLE-MIDI devices. I installed the apk of "MIDI BLE CONNECT" (https://play.google.com/store/apps/details?id=com.mobileer.example.midibtlepairing) to recognize the BLE-MIDI device and paired it. It was working until last week, but about two days ago, an error message "MIDI not supported!" appeared and I could not pair it. Is there any way to pair it as before? I want it to be recognized as a BLE-MIDI device because MIDI doesn't work when paired as a bluetooth device.masakazoo19795 years agoHonored Guest0likes0CommentsUse of "Oculus Spatializer Unity" component vs OculusSpatializerReflection effect
I'm just getting started with using the spatializer plugin, and I've been confused by the similarity/difference between Oculus Spatializer Unity component (Dynamic Room Modeling) and the OculusSpatializerReflection effect that sits on the audio mixer. They both seem to set the room dimensions, but only OculusSpatializerReflection allows me to set the wall reflection coefficients. Can someone explain how these should be set up? Thanks!SimonFireproof5 years agoExplorer0likes7CommentsAudio SDK 1.0.3 available now
This is a minor patch release with some bug fixes and a couple of new features. Please note the DAW head tracking feature should be considered in beta, but is working. There will be significant improvements in the 1.1 release, including better visualization. We are eager to get your feedback! New Features VST Integration Added head tracking in DAW. Added Volume Unit (VU) meter. Added support for Adobe Audition v 8.1 (Windows and OS X). API Changes Oculus Native Spatializer for Unity Log ONSP version number when running test scene. Redballgreenball demo scene - changed scale of audio parameters (room size and audio source curves) as well as visual geometry to reflect real-world scale. Bug Fixes Fixed incorrect Ambisonics rotation when the listener head rotated. Fixed listener rotation for reflections and optimized performance by removing extra silence after reflections. Oculus Native Spatializer for Unity Fixed parameter setting issue in which volume changes and other settings were not set properly. Fixed volume pop and buzzing anomalies when going in and out of Unity app focus. Various crash fixes and CPU optimizations. VST Fixed scrubbing and loss of early reflections in Adobe Audition and potentially other DAWs.DaveDriggers5 years agoAdventurer2likes18Comments