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[UE4] Audio SDK 1.29.0 in UE4 - when ?

motorsep
Rising Star
Currently I am basically forced to use Steam Audio (which has no reverb support for Android) for my Go/Rift/Quest VR project because Oculus Audio SDK in UE4 is still at version 1.18.0 even in Oculus own UE4 integration  :#

When can we expect to see current Oculus Audio SDK integrated into UE4 so that we can use all the awesome goodies it offers in our projects ?

Thanks beforehand
10 REPLIES 10

motorsep
Rising Star


@motorsep

From integrations and Audio SDK teams:

"The developer can update it themselves by dropping in new binaries and header."

There will be a process put in place to allow for this in the future, currently there is no method to push the latest audio SDK into these releases.



@NinjaGaijin
By chance, any news about this subject ?

motorsep
Rising Star
No one has gotten back about this with me (so much for being Oculus Start member) 😞

@NinjaGaijin Any chance you could ask Audio team to clarify this issue? I don't quite get why UE 4.21.x still has ancient Audio SDK 😞

pax_invictus
Honored Guest

To be able to use the latest audio plugin, I think we're supposed to use the oculus-vr branch and build UE4 from source. This is not ideal in many situations.

I tried moving just the audio plugin folder from the ovr branch into my project, but it fails to compile. I guess it has hooks into parts of the engine that are different in their branch.

I am not quite sure why it's called a plugin if using it requires a different engine (version) altogether. Can anyone clarify?

motorsep
Rising Star



To be able to use the latest audio plugin, I think we're supposed to use the oculus-vr branch and build UE4 from source. This is not ideal in many situations.

I tried moving just the audio plugin folder from the ovr branch into my project, but it fails to compile. I guess it has hooks into parts of the engine that are different in their branch.

I am not quite sure why it's called a plugin if using it requires a different engine (version) altogether. Can anyone clarify?


That's what I've been using all along. I submitted bug report, Oculus said they are looking into this issue.

xN31
Protege
@motorsep what are the biggest improvements since 1.18? I cannot find a page with the release notes of each version, do you have a link?
More in general: I agree with you, it's really frustrating the integrations of the SDKs in UE4 are always so behind...

motorsep
Rising Star

xN31 said:

@motorsep what are the biggest improvements since 1.18? I cannot find a page with the release notes of each version, do you have a link?


I am guessing you don't follow Oculus dev blogs https://developer.oculus.com/blog/february-monthly-tech-updates/ and https://www.oculus.com/blog/simulating-dynamic-soundscapes-at-facebook-reality-labs/

xN31
Protege

motorsep said:


xN31 said:

@motorsep what are the biggest improvements since 1.18? I cannot find a page with the release notes of each version, do you have a link?


I am guessing you don't follow Oculus dev blogs https://developer.oculus.com/blog/february-monthly-tech-updates/ and https://www.oculus.com/blog/simulating-dynamic-soundscapes-at-facebook-reality-labs/


Thanks! I was looking more for a page with all the release notes for each version of the SDK, though, do you know if something like this exists? By the way, from this post it looks like the latest integration includes already the Audio Spatializer 1.34, is this different from the Audio SDK?

motorsep
Rising Star

xN31 said:


I am guessing you don't follow Oculus dev blogs https://developer.oculus.com/blog/february-monthly-tech-updates/ and https://www.oculus.com/blog/simulating-dynamic-soundscapes-at-facebook-reality-labs/


Thanks! I was looking more for a page with all the release notes for each version of the SDK, though, do you know if something like this exists? By the way, from this post it looks like the latest integration includes already the Audio Spatializer 1.34, is this different from the Audio SDK?


Audio Spatializer is part of Audio SDK. I guess they split Audio SDK into essential pieces and call everything by its own name: https://developer.oculus.com/documentation/audiosdk/latest/concepts/book-audiosdk/

and this is as close as you can get to release notes: https://developer.oculus.com/downloads/package/oculus-spatializer-native/

xN31
Protege
Ok, thanks. Shouldn't be real-time occlusion and reverb simulation part of the Audio Spatializer though? If so, the latest integration should already support mosto of the new features. I'll give it a try in the next few days