03-04-2015 04:08 PM
03-04-2015 07:40 PM
03-05-2015 08:37 AM
03-05-2015 10:19 AM
03-05-2015 06:35 PM
04-02-2015 08:28 AM
"BrianHook" wrote:
Hey there! Thanks for your interest in our C/C++ SDK, however at this time we're not publicly releasing it (we intend to do so in the future). If you feel you have a strong business reason requiring this, please PM me here.
04-02-2015 06:21 PM
04-03-2015 04:17 AM
"BrianHook" wrote:
Hi John, let me clarify a few points since I think you might be misunderstanding some of this.
First, the 'strong business reason' is referring to getting access right now. We fully intend to release the C/C++ SDK, however the current release is a Preview (< 1.0) version, and the OVRAudio component is the fastest moving, least stable (feature wise) part of the SDK. As a result, most users are far better off using one of the standardized plugins. Very few users write their own sound engines anymore, most rely on either Unity's built in sound capabilities or they use a third party system such as FMOD or Wwise. It's not a coincidence we support all three!
There are significant API breaking changes between 0.9 and 0.10, for example, and anyone who had gone down the path of using OVRAudio directly would have been impacted. As a result when we say 'strong business reason's we mean strong reasons for getting access right now vs. after the API has stabilized.
The second point I'd like to address is your "just to use the audio features of your headset" comment. OVRAudio is not required to access the audio of CV1, it is "just" a set of 3D audio functions that work on audio buffers and in fact can work quite well on regular PC apps without Oculus hardware.
It's worth noting that even if it were used to gain access to our audio hardware, given that we haven't shipped it's not exactly limiting the available features to developers. 😃
06-25-2015 03:43 PM
06-26-2015 04:05 PM