01-26-2025 12:28 AM - edited 01-26-2025 12:42 AM
Hello,
First off, I’d like to say that the plugin is really impressive - especially the Ray Traced Acoustics feature! I’ve been using it and have a few questions and suggestions regarding the Meta XR Audio Unreal 5.5 integration.
Gravity Vector in MetaXRAcousticMap.cpp:
In MetaXRAcousticMap.cpp, there are the following lines:
Parameters.gravityVector[0] = (float)AcousticMapComponent->GravityVector.X; Parameters.gravityVector[1] = (float)AcousticMapComponent->GravityVector.Y; Parameters.gravityVector[2] = (float)AcousticMapComponent->GravityVector.Z;
Is OVRAudio using the correct coordinate system here? In Unreal, the Z-axis is top-bottom, but later these parameters are passed to the library, and I’m not sure they’re handled properly.
Currently, when generating the acoustic probe map, the probes end up on the wall, which suggests that the system is treating the Y-axis as the up-axis. Swapping GravityVector.Y and GravityVector.Z seems to fix this and keeps the floor correctly oriented.
Map Component Attachment:
I also have a question regarding the correct attachment of the Map Component. On which object is it best to attach the Map Component for proper functionality?
FMOD Integration Suggestion:
I’ve noticed that MetaXRAudioFMOD.dll needs to be manually placed in the FMOD binaries directory and added as a plugin in the Project FMOD Settings. There isn’t any documentation on this, but it would be helpful to include a reminder about it.
Gizmos Visualization Optimization Suggestion:
The current Gizmos visualization renders all probes as individual spheres, which causes a significant draw call increase when there are many probes. It would be good to optimize this, either by instancing the probes or using some other approach to reduce the number of draw calls.
Thanks in advance.