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imaekgames
6 years agoHonored Guest
UE4 Audio Pitch
Did a two day baseline push of a SteamVR build of a project to the Quest. The experience is a narrative, when it plays on the Quest though the pitch for all vocal clips we recorded seem like they're at 1.1 - 1.2 pitch value. Has anyone experienced this?
I built with the 4.22.1 UE4 Oculus source branch(mostly because we needed the skeletal mesh LOD reduction update, which worked SO well, except one character's morph targets kinda made him look like he had a left side stroke with the way his mouth moves).
I built with the 4.22.1 UE4 Oculus source branch(mostly because we needed the skeletal mesh LOD reduction update, which worked SO well, except one character's morph targets kinda made him look like he had a left side stroke with the way his mouth moves).
3 Replies
- DizzzieExplorerDid you ever figure this out @imaekgames? Having the same issue.
- AnonymousExperienced this issue after upgrading a project from 4.21 to 4.22/4.23 on the launcher version for a project that targets the Oculus Go. The audio sounds correct in the editor, though.
- DizzzieExplorerI figured this out. Quest requires that ALL AUDIO be at 48000kHz. The project I'm optimizing right now, most of the audio was at 44100kHz, but one file was at 96000kHz, the 44 was high pitched, the 96 was low pitched, when I discovered this, I converted everything to 48000kHz and everything works perfectly now. I really wish this was in the getting started guide somewhere...
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