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Request for C++ Sound API

peetonn
Honored Guest
Hi there,
where can I get a C/C++ Oculus Audio SDK and documentation for it?
thanks,
12 REPLIES 12

Anonymous
Not applicable
Please send me a PM with your contact info.

omixlab
Explorer
Hi Brian I would be interested in the API but I'm unable to send you PM's.

cybereality
Grand Champion
@omidev: You should be able to send PMs. Can you let me know what the problem is?
AMD Ryzen 7 1800X | MSI X370 Titanium | G.Skill 16GB DDR4 3200 | EVGA SuperNOVA 1000 | Corsair Hydro H110i Gigabyte RX Vega 64 x2 | Samsung 960 Evo M.2 500GB | Seagate FireCuda SSHD 2TB | Phanteks ENTHOO EVOLV

Anonymous
Not applicable
I believe this has been resolved.

RJM
Honored Guest
hello. i am interested in the new C++ Audio SDK 0.11.

not sure how i go about getting it, but thank you in advance.


A low-level C/C++ SDK that provides spatialization and (optional) reverberation is also available by request. Please submit requests to the Oculus Audio Development Forum if you are interested.

utkarshspat
Honored Guest
Hi,

I too am interested in the low level C/C++ Audio SDK. Please let me know how to get it.

Thanks.

joan
Protege
I would also be interested in the low level C++ audio SDK.
Thanks!

When trying to send PM to Brian I got the following error: "The requested users to be added do not exist."

Anonymous
Not applicable
send requests to hook@fb.com

Ybalrid
Expert Protege
I'm still wondering why you haven't released this publicly yet... Is there a licensing problem? or you're waiting to let the codebase maturate? (I understood that correct audio spatialisation via HRTF looks hard from a algorithmic stand point + probably need data to calculate the HRTFs... But it's important for VR has a whole.) or something else?

Maybe the code reference technical details about CV1 and since it's not released yet, you don't whant to publish it everywhere?

I tried the VST plugin on an DAW software, the spatialisation sounds convincing (the best of it's kind I have experienced. Like theses strange binaural recording, but generated real-time).

But I can't use it on my open-source game engine (since you haven't released the library for anybody to use) so I'm stuck with OpenAL... And it does a fairly poor job for VR (I think it just pan the audio left to right, and lower the volume with the distance...)

I don't want to request access, I want to know why we can't just get it from the website with the same licencing conditions than the PC SDK of the Rift for example...
CV1+Touch; Running on GTX980 - 4770K - 32GB DDR3 Developer at LIV