Forum Discussion
Anonymous
9 years agoFeature Request for CV1 Audio Hijack Integration
I've been working on updating my experiences for the CV1, so far I've run into the same problem in different ways on every one of them: some of my audio will get hijacked properly and some won't. The audio that doesn't send properly to the Rift headphones is usually playing through some separate channel from the Game Engine, like the AVPro video plugin on Unity or the Two Big Ears renderer in Unreal. It plays out of my standard motherboard headphone jack.
I have reported this to the vendors of those plugins (if there is relevant documentation I can point them to, it would help --- this does not seem to be very enlightening: https://developer.oculus.com/documentation/pcsdk/latest/concepts/dg-vr-audio/).
Anyway, in the future I think it would be awesome if we had an explicit way to easily choose whether to play an audio clip through the Rift or through the standard motherboard soundcard path (since this is already accidentally working). It would allow developers to easily activate special effects like the subpac or our vibrating floor, while still using the convenient rift headphones. And this was something that was pretty difficult to do before, because it relied on hacking surround sound output or digging into private windows apis. It's a feature that could help differentiate the Rift. (We don't just want to send the overall audio output just to the subpac or buttkicker because then you get things like the character voices rumbling the pack, which is distracting).
I have reported this to the vendors of those plugins (if there is relevant documentation I can point them to, it would help --- this does not seem to be very enlightening: https://developer.oculus.com/documentation/pcsdk/latest/concepts/dg-vr-audio/).
Anyway, in the future I think it would be awesome if we had an explicit way to easily choose whether to play an audio clip through the Rift or through the standard motherboard soundcard path (since this is already accidentally working). It would allow developers to easily activate special effects like the subpac or our vibrating floor, while still using the convenient rift headphones. And this was something that was pretty difficult to do before, because it relied on hacking surround sound output or digging into private windows apis. It's a feature that could help differentiate the Rift. (We don't just want to send the overall audio output just to the subpac or buttkicker because then you get things like the character voices rumbling the pack, which is distracting).
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