09-26-2016 11:50 AM
Finally got to test Version 1.08.12 for UE4.
Sound now works on Android, but it doesn’t seem like sounds get spatialized at all. I can determine whether I am getting away or closer to the sound source, but I can’t determine the direction is coming from.
I stood in the game in such a way that sound source was to the right from me and I removed my earbuds alternating ears. Sounded equally strong in both ears.
Spatialization doesn’t seem to work in the FMOD Studio either. When I play sound and mess with the 3D Preview sphere, sound doesn’t change “direction”. I am using Oculus Spatializer in FMOD Studio.
Another issue I noticed is that when I started the game, sound was almost at minimum volume. When I pressed Volume Up on Gear VR, sound volume indicator showed 3/4 high volume bar. As soon as I pressed Volume Up, sound got set to proper volume.
UE 4.13.0, Oculus Audio SDK 1.04 FMOD plugin.
P.S. My original post is on FMOD's "forum" http://www.fmod.org/questions/question/spatialization-doesnt-seem-to-be-working-on-gear-vr/
09-27-2016 07:45 PM
09-29-2016 10:57 AM
10-04-2016 04:50 PM
10-04-2016 07:18 PM
10-04-2016 07:53 PM
10-07-2016 04:10 PM
10-07-2016 04:15 PM
PeterStirling said:
Hi Motorsep,
I have tested our plugin in FMOD Studio on Windows and Android. It's hard to diagnose the crash without a repro, but it looks like the callstack is crashing in FMOD Studio. If you ask FMOD they should be able to help you work out the issue.
10-10-2016 11:28 AM
10-10-2016 11:44 AM
PeterStirling said:
We changed some of the parameters so it might be that you're using the Oculus attenuation in addition to authored/automatic attenuation being applied by FMOD.
I'm curious what you're trying to achieve using scatterer because there could be some issues using that with the spatializer. The scatterer has two features:
1. random triggering of sounds