Oculus Audio Previewer 32.0.0 for DAW (Mac) needs to be update to 64-bit
The most recent version of the Oculus Audio Previewer 32.0.0 for DAW (Mac) plug-in is not a valid 64 bit AAX plug-in. https://developer.oculus.com/downloads/package/oculus-spatializer-daw-mac/ Could you please update it? Thank you3.7KViews1like2CommentsMeta XR Audio SDK plugin Unreal 5.3 reverb
Did anybody get the MetaXRAudio plugin to work with the implemented reverb? I have followed the description here: https://developer.oculus.com/documentation/unreal/meta-xr-audio-sdk-unreal-room-acoustics/ and did only get the spatialization to work properly. I am testing on unreal 5.3 with a blank project only with the Meta XR Audio enabled using regular Headphones. I havent found anything on the web so far. Any pointers or help are greatly appreciated.840Views1like0CommentsUnity: Oculus Spatializer still appears under settings after dll files have been deleted
Recently I have imported the new Meta XR Audio plugin into my project to use as the spatializer and tried to delete the old legacy Oculus Spatializer however Oculus Spatializer still appears under Project Settings > Audio > Spatializer Plugin after dll files have been deleted. Nothing is in the project that should be linked to it so I am confused as to why it is still showing.888Views0likes0CommentsPlay sound from native C++ API
I'm planning to synthesise sound in realtime in my naive (openXR) app and then play it. So I'll have a bunch of int16 or int24 arrays to play which will be constantly updated and then submitted to the sound API. Android native uses the khronos audio for continously playing audio. Can this also be used in a C++ program in a native application or what is the best approach? Is there C++ sample code available which plays for example a 1kHz sine-wave?1KViews0likes2CommentsAmbisonic - is it possible to multiply a custom first order SH?
So if I understand correctly, ambisonics on the Quest are encoded as first order SH and then converted to binaural audio at runtime. What I wonder is whether somehow a multiplicative first order SH can be set to alter the binaural rendering at runtime (for example to simulate acoustic occlusion or draw the user's attention in a particular direction)? If so, how?821Views0likes0CommentsOculus AudioPluginOculusSpatializer in Unity 2019.1.11f1 no longer able to integrate fully?
Integrating the Oculus Audio SDK into Unity on Windows... tried everything, no combination of packages / files seems to fully work right now. You have to install the Oculus integration from the Unity package manager, otherwise the DLL do not show up in the project settings. Then you have to install the Oculus Audio SDK separately otherwise you cannot access the required scripts. If you try to add occlusion that fails, as the script cannot access the AudioPluginOculusSpatializer.dll installed from the Unity package. Error is on the dllimport which gives a dllnotfoundexception. Anyone found a way to get this working recently or can point me in the right direction? // WildStyle2.1KViews0likes1Comment