Forum Discussion
Anonymous
8 years agoDid I install OSP for Wwise correctly?
Hello,
I have a quick question regarding the proper install of the OSP for Unreal and Wwise on a Windows x64 machine. All the steps are straight forward except for the copy/paste of the .h header code. It says you only need to do that if you use the PC SDK. I do not have the PC SDK installed, do I need that for it all to run correctly? It connects to Wwise and Unreal and sounds good, but when I build the game and use the Wwise profiler on the build it says the Oculus Plugin is not registered. I hear sounds, and it sounds different than turning the OSP off in Wwise, so it must be working...I think.
I am using Wwise 2017.1.9.6501 in UE4.18.3 on Windows x64 with the ovr_audio_spatializer_Wwise_1.27.0
I get this when I start UE: LogHMD: Oculus plugin initialized. Version: 4.18.3-3832480+++UE4+Release-4.18, OVRPlugin: 1.19.0
I get this upon build:
I have a quick question regarding the proper install of the OSP for Unreal and Wwise on a Windows x64 machine. All the steps are straight forward except for the copy/paste of the .h header code. It says you only need to do that if you use the PC SDK. I do not have the PC SDK installed, do I need that for it all to run correctly? It connects to Wwise and Unreal and sounds good, but when I build the game and use the Wwise profiler on the build it says the Oculus Plugin is not registered. I hear sounds, and it sounds different than turning the OSP off in Wwise, so it must be working...I think.
I am using Wwise 2017.1.9.6501 in UE4.18.3 on Windows x64 with the ovr_audio_spatializer_Wwise_1.27.0
I get this when I start UE: LogHMD: Oculus plugin initialized. Version: 4.18.3-3832480+++UE4+Release-4.18, OVRPlugin: 1.19.0
I get this upon build:
UATHelper: Packaging (Windows (64-bit)): [OVRPlugin][ERROR] [CAPI] LibOVR module location lookup failed.[OVRPlugin][ERROR] ovr_GetAudioDeviceInGuidStr failed:
UATHelper: Packaging (Windows (64-bit)): [OVRPlugin][ERROR] Cannot get preferred VR audio IN device.[OVRPlugin][ERROR] ovr_GetAudioDeviceOutGuidStr failed:
UATHelper: Packaging (Windows (64-bit)): [OVRPlugin][ERROR] Cannot get preferred VR audio OUT device.
UATHelper: Packaging (Windows (64-bit)): [OVRPlugin][INFO] Connected to the server running version (prod = 1).1.30.0(build = 676007) feature version = 0. Client runs version (prod = 1).1.30.0(build = 0) feature version = 0[OVRPlugin][INFO] IAD changed to 60.8mm
Another issue is when I did try to copy/paste the code into the .cpp file, I received syntax errors upon build and a failed build.
Any help would be much appreciated!
Thanks,
Tyler
Another issue is when I did try to copy/paste the code into the .cpp file, I received syntax errors upon build and a failed build.
Any help would be much appreciated!
Thanks,
Tyler
8 Replies
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- PetrozaHeroic ExplorerHi Tyler,
I just want to confirm the details to make sure I understand the problem. The module lookup errors all appear to be related to the Oculus SDK, so I think the problem you're having isn't with Wwise or the Oculus Spatializer (Audio SDK), but with the libOVR (Oculus SDK) part. These are separate so it's not surprising that the spatial audio is working, even though you're getting errors with the Oculus SDK.Another issue is when I did try to copy/paste the code into the .cpp file, I received syntax errors upon build and a failed build.I'm guessing the code you're trying to copy/paste is the audio redirection code from here: https://developer.oculus.com/documentation/pcsdk/latest/concepts/dg-vr-audio/
Assuming that is the case, I'll see if I can find someone that knows that part of the system better than I do to help you out. Just one quick question: do you have an Oculus Rift and the Oculus software installed on this machine you're testing with?
Cheers,
Pete - AnonymousHey Petroza,
I appreciate the reply. I have not seen that documentation yet! The code I am talking about is what the OSP calls for from the OculusSpatializer.h header that needs to be placed into the AkAudioDevice.cpp. I've made a previous post that may add information to my dilemma. I'll post a link here:
https://forums.oculusvr.com/community/discussion/69248/osp-integration-in-wwise-in-unreal-code-syntax-issues#latest
My guess is that it's because I am not using a custom UE4 build from your Github that has the PC SDK and whatnot all already embedded?
And yes, I have an Oculus Rift and the Oculus software installed. I did use the "OculusMover" program to move my installed games to a different drive. Could that have an impact on this?
Thanks,
Tyler
Edit: Added correct link. - Anonymous-deleted-
- PetrozaHeroic ExplorerHi Tyler,
I just heard from one of the engineers that works on the UE integration and he said these warnings are benign so it's nothing to worry about. This was fixed in 1.29 which is available on the Oculus Github, that will filter into the mainline UE release in the future, but for now it should be safe to ignore the errors.
-Pete - AnonymousOkay, cool. Thanks!
So to recap my setup:- UE4.18.3 from the Epic Games Launcher
- Wwise 2017.1.9.6501
- Wwise Project installed into project using Wwise Launcher integration
- OSP 1.27 - XML and DLL copied into Wwise & UE4 engine binary (https://developer.oculus.com/documentation/audiosdk/latest/concepts/osp-wwise-integration/ - Do I need to Copy/Paste that code into the AkAudioDevice.cpp? When I do, I get syntax errors and the build fails.)
Questions I would love answered:- Do I need a custom build of UE4 from Github with the PC SDK installed?
- Is it okay that I don't have the PC SDK installed? If not, how do I add that to my UE4 version? Can I, or would I need a Github build?
- Should I integrate the 1.29 OSP? https://developer.oculus.com/downloads/package/oculus-spatializer-wwise/
- Could someone help me out with the OculusSpatializer.h code and figure out why I'm getting syntax errors (if I need that code in the AkAudioDevice.cpp).
Tyler - PetrozaHeroic ExplorerHi Tyler,
I checked with the UE4 expert here are the answers:No you should be able to use the vanilla UE4 engine.- Do I need a custom build of UE4 from Github with the PC SDK installed?
Yes that should be fine, you should only need the Oculus runtime software installed.- Is it okay that I don't have the PC SDK installed? If not, how do I add that to my UE4 version? Can I, or would I need a Github build?
It's up to you but you don't have to update the spatializer, that said it's often good to grab the latest version to have all the latest fixes and optimizations.- Should I integrate the 1.29 OSP? https://developer.oculus.com/downloads/package/oculus-spatializer-wwise/
I don't _think_ you need that code for UE4, but I might be wrong about that - I haven't set this up myself. There are instructions in the Wwise docs for loading a plugin with Wwise UE4 integration here: https://www.audiokinetic.com/library/edge/?source=UE4&id=using__initialsetup.html- Could someone help me out with the OculusSpatializer.h code and figure out why I'm getting syntax errors (if I need that code in the AkAudioDevice.cpp).
That might be a good starting point. If that still not working I can ask around. - AnonymousHey Petroza,
Thank you and thank you to all the engineers that you contacted to help out. This ~85% completes my own personal documentation on how to set all this up. I'm glad to know that I've been doing it correctly, but just had some minor bugs and snags that seem to just be "cosmetic" from my understanding now. I really would appreciate it if you helped me do some further digging for if I absolutely need the code from the OculusSpatializer.h that's in the "include" folder when you download the OSP for Wwise inserted into the AkAudioDevice.cpp code (located in the Wwise project), just to make sure. It seems to work without it.
I'm going to make a video of the whole process to help other people that are struggling! This has been quite the adventure making all the pieces fit.
If there's anything I can do to help you such as filling out a survey of some sorts, I would love to. You've saved me hours of troubleshooting. I appreciate your time very much!
Thank you!
Tyler Hoffman - AnonymousHeya Pete,
Quick little update: I updated to the 1.29 OSP. Some sound attenuation and early reflections seemed to have changed slightly, but with some tweaks I think it sounds even better!
The profiler still says it's not registered, but the advanced profiler still shows the signal going through it. And it sounds better/different than bypassing the plugin. Interesting. Do you think I might have something incorrectly setup still? I'll attach an image of the profiler when I open the build. Again, this is only in a built version of the game.
(The bottom notification is because I did not have my Oculus on my head yet, or so I've come to think)
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