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Audio SDK 1.0.3 available now

DaveDriggers
Adventurer
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.
dave driggers | audio programmer | Oculus VR
18 REPLIES 18

DaveDriggers
Adventurer
The Mac VST is 64-bit only, so this could be the issue. Unfortunately I don't have Max to test with but I'm definitely skeptical of "Run in 64 bit". If the app itself is not built for 64 bit, then I would doubt you would be able to load 64 bit plugins. Do you have other 64 bit plugins that are working in Max?
dave driggers | audio programmer | Oculus VR

SvenViking
Expert Protege
Just wondering whether this issue has been identified?

Also, should we still be using the plugin files now that the Oculus Spatializer is integrated with Unity 5.4? If not, is there much difference in how we should set things up for the integrated version? Certain things seem to be missing such as Inverse Square Attenuation settings, and there's no ONSPAudioSource to call SetParameters() on for example.
Scorched Battalion - VR Jam edition available for Gear VR and DK2 (Win/Mac/Linux) Jungle Juice Sven Co-op

alemusica
Honored Guest
Hi, so oculus vet has been written in 64 bit?

alemusica
Honored Guest
that could be the answer

DaveDriggers
Adventurer
The Mac VST is 64-bit only, but the PC version is 32 and 64 bit.
dave driggers | audio programmer | Oculus VR

romain_bigorgne
Honored Guest
Hello. 
We are trying to migrate to Wwise 2016.1 and after dropping the wwise2016 version of the oculus spatializer .dll in the wwis authoring plugin folder, wwise crashing on project open. Are you aware of this issue ? Could you get back to me asap as this is blocking us. Thank you !
I can provide you with the wwise crash log.

DaveDriggers
Adventurer
Hi, 

Yes we are aware of the issue and are currently working on getting a patch release out in the next week. Thanks for your patience!

-dave
dave driggers | audio programmer | Oculus VR

Sassota
Explorer
Just a question, is it possible to reproduce ambisonic wav file using this SDK?

TranThuan199412
Honored Guest

Viet Nam