All,We have confirmed with Unity that the Android version of our
spatializer does not properly register in Unity versions 2017.2 and
above. Unity has found the issue and will be fixing it in the next
public release. We will message you when the relea...
If you're using WWise, a patch is required to the UE4 source to to pause
playback when losing VR focus, and redirect audio to the Rift instead of
the Windows default audio device.Please follow this link for more
Hi everyone,Now that the 0.10.2 release of the audio SDK is out, we
would love to get your feedback on what you think could use tuning to
make the experience of using it better. In particular, many of you are
using the Unity integration, and it would...
Hey guys, It's Pete over at Oculus. A lot of people have been asking
about Unity 3.5 support (our official Unity integration is for Unity 4),
so I took some time over the weekend to put together an unofficial Unity
3.5 integration package using Unity...
Hi Shawn,Sorry to hear that you are having some issues with hearing
reverberation. The current setup has it that you must enable Reflection
Engine in the mixer plug-in before you can enable the Reverberation.
Because of this, the reverb may get lost ...
Hi Etienne,Here are the different versions of Unity 2017+ along with the
dates in which the fixes went out:2018.1 beta 6 (fix released)2017.3.1
patch 1 (fix released Feb. 14th)2017.2.1 patch 4 (fix released Feb.
12th)2017.1.3 patch 2 (not released ye...
Hi Christian,We have not included a priority system in our spatializer
in order to remove complexity when a spatialized resource is requested
by a playing voice in Wwise. We do not steal a currently playing sound
(unless it is a reflected sound that ...
Hi there chris_bob, and apologies for the late response. Imperativity is
correct, the shader compiler that is used by the HMD visuals is version
4.3, which apparently is not available in the latest Win10 versions
(perhaps it never was, but I haven't ...