Hi Oculus.I would like to get more details on your loudness
recommendation. You ask to aim a target of -18Lufs for rift games; as
most of the game on the market tend to stick to the audiovisual
standart, -24Lufs, I wondering what are the reasons behi...
Hi Oculus team.When I'm using the OSP attenuation, the volume drop
values are not sent to Wwise.The issue with that is the impossibility to
use the virtualization to save some voices / ressources.The advance
profiler of Wwise only show the current vo...
Hi Oculus team.First of all, thanks for your last update, I do like the
new features you added into your audio engine.I experiment a bug due to
the reflection engine.When an audio source is above attenuation range
min with reflections enable, the beg...
Hi Oculus audio people.Since the update the Oculus Audio SDK 1.1.1 my
engine pop an error: ovrAudio_SetAudioSourceRange: RangeMin must be <
RangeMax!My settings in the plug-in and the mixer plug-in on the sources
seems to be fine, I can't find where ...
Hi there.Is it possible to set more than one Oculus spatializer in a
Wwise project?I try to set 2 instances of Oculus spatializer with
different settings on 2 "audio bus", it seems to works but I have random
results.It sound like the settings of one ...
Hi Peter.There is more information on this crash.It happen here à 100%
if we have more than 64 sounds playing in addition to an ambisonic
sound, even if the 64 sounds are virtualized in Wwise.I guess the
plug-in doesn't make a difference between acti...
Hi Peter.I confirm that I use only one instance of the Oculus
Spatializer plugin in my project, there is no other effect in the chain
too. If it can help, there is a screenshot of the mixer settings and one
of the audio sources that "glitch"Best,Char...
Hi Peter.We are using a custom engine developed by our team,
Unfortunately I can't send you the project with the engine.I can only
send you screenshot and video if It can help.Best,Charlie.