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[Gear VR] [UE4] Spatialization with FMOD plugin doesn't seem to be working

motorsep
Rising Star

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/

13 REPLIES 13

motorsep
Rising Star
So I tried using 3D Object panner instead of Oculus Spatializer in FMOD Studio:


Full: https://s12.postimg.org/7f69psfiz/fmod_studio_3_DObject_Panner.png

And with that spatialization worked, but attenuation did not work on Android (maybe something was off with settings).

So sounds like an issue with Oculus Spatializer.

motorsep
Rising Star
@DaveDriggers  @PeterStirling

I e-mailed you guys

DaveDriggers
Adventurer
Hey motorsep, sorry for the delay. I'm not that familiar with the 3D Panner, but I believe it only works with Dolby Atmos and Playstation VR, and will fall back to normal panning otherwise. 

Maybe you could try the latest 1.1 release - we've been testing it and haven't repro'd the issue you described ...

https://developer3.oculus.com/downloads/audio/1.1.0/Oculus_Audio_SDK_Plugins/


dave driggers | audio programmer | Oculus VR

motorsep
Rising Star
@DaveDriggers @PeterStirling 

3D Object Panner is for Dolby Atmos. 3D Panner is just regular spatializer.

I tried Oculus Audio SDK 1.1, but didn't get far with it - it crashes UE4 on FMOD validation:

https://www.youtube.com/watch?v=eHO1TLwJ19o

Pastebin of the crash report: http://pastebin.com/VxaEyx5K

Although FMOD Studio seems to be working fine with Oculus Spatializer. Here is a video (with sound) showing that spatialization doesn't work on Scatterer sound and works with single sound (same story with FMOD's 3D Panner though):

https://www.youtube.com/watch?v=qW_FnnNAcyI

Same setup used to work with with UE 4.12, 1.04 SDK and whatever FMOD Studio / Integration was there for UE 4.12

motorsep
Rising Star
Duh, my output was set to Mono on the Scatterer sound 😞 I just set it to Stereo, just like single sound event's output and now it pans around (at least inside FMOD Studio; haven't had time to check in-game).

The crash on validation is still an issue.

Petroza
Heroic Explorer
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.

motorsep
Rising Star


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.


Hi Peter

Yeah, I reported it. They said they haven't tested 1.1.0 with FMOD yet.

I can deploy with 1.1.0, but sound events (both Scatterer and single sound events) sound different than with 1.0.4 (muffled, as if attenuation was cut in half or more; Scatterer sound chirps like birds)

Petroza
Heroic Explorer
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
2. random positioning of sounds (scattering)

The second part is incompatible with the Oculus Spatializer, because the output of the scatter is already attenuated and panned when it is passed into the spatializer. If you set the "Min & Max Scatter Distance" to zero then that should disable the scatterer positioning - and allow you to use it for just random triggering - which is compatible with the Oculus Spatializer. You would have to check with FMOD to verify that but that.

motorsep
Rising Star


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


Doing the same thing as I did with 1.0.4 http://www.fmod.org/questions/question/fmod-oculus-spatializer-potential-bug/ 

For now I reverted back to 1.0.4 and it all works as it used to work in 4.12. But 1.1.0 and 4.13.1 don't seem to play along nicely. 

I noticed that in FMOD Studio new Oculus Spatializer (1.1.0) has Min and Max knobs swapped. I wonder if it was intentional re-design or mix-up and min is max (and vice versa).

I can record video showing the setup, but like I said it's identical to what I had for 1.0.4 (I simply converted 4.12 project to 4.13; removed 1.0.4 plugins for FMOD Studio with 1.1.0; removed old spatializer in the FMOD project with new one with the same min/max settings; re-built banks; deployed to Android with 1.1.0 .so lib).