Anyone know a good place to buy sound effects for a project?
Hello I am curious as to where I can find a good site for purchasing sound effects for a Horror / Mystery game? This my first time going at a project completely solo. I do have simple audio gear but I would be interested in purchasing sound effects rather than trying to produce all of them myself. Thank you in advance.5.8KViews0likes14CommentsQuest 3: How to keep audio playing on PC speakers when headset is off? (ignore proximity sensor)
Hello, I'm developping for a special hardware and we're trying to switch from HP G2 PCVR to Quest 3 since the availability of the former is waning. We've been working hard to make it work at least as well as it did with the HP, both visually and performance wise. Now we're close to having it all together, except for the sound. With the HP Headset we had audio in both the HMD and PC speakers. With the Quest 3, we have that as well, but only when the proximity sensor is triggered (aka. Headset is on). - Headset On -> audio on both HMD and PC - Headset Off -> only audio on HMD. Is it the expected behavior ? Cause I feel what you'd want, is to have the audio from the HMD turned off when you remove it, not the opposite ? Wether it is expected or not, is there any way, in unity or in the meta software to disable that and keep the audio of the PC playing ? Thanks for your helpSolved3KViews0likes1CommentRecent performance issues
Towards the end of December I was finishing up the intro of my VR game. The intro is just 5 minute ride introducing the story and environment they are about to experience in the actual game. It is built inside of UE4 (4.23). During the intro normal controls are turned off so they can't interact with the ride aside from looking around with their head. This intro was going to be my teaser reveal for my game as well. I polished it up rather well I like to think. Before December wrapped up I backed the project up across my various devices as it was a big milestone for my project. Everything ran well. No frame hitches, no audio skipping, no tracking issues from performance. I took a couple weeks off at this point for health reasons. It was supposed to be a good stopping location. Upon returning (a couple days ago) I have noticed that with the recent Oculus updates (forced) that performance changed in my intro. Now I get frame hitches, audio skipping, and tracking issues - regularly. What happened? I wrapped up that intro. It was done. No additional work went into it. Like a nervous school kid I verified it's fluidity 100 times. It was running perfectly, and now due to some oculus update it does not. How am I supposed to trouble shoot this as a developer? It's not like I know what you did under the hood. To trouble shoot this on my side I've kept windows updated, same with Nvidia Drivers. I migrated my project to UE4 4.24.2 hoping that your update was utilizing something in UE4 current. Still I get regularly hitches. Not just in my project mind you. I get them when I put the headset on. The moment I enter VR I'm getting stuttering that never occurred before. If I open up UE4 in the background - it's nearly unbearable. At this point I have no idea what to do. I know in these situations it's common to blame the other half - UE4. If there was a way to roll back my oculus version I'm certain my backed up UE4 4.23 version of my project would run flawlessly. What are other developers doing about this? Are we expected to modify our projects to accommodate the Oculus updates?1.4KViews1like3CommentsFeature Request: Getting from code if user want Oculus audio or Windows default
(This question is about LibOVR and not the AudioSDK, that why I post in PC Dev' and not in the Audio subforum ^^") Hi, Maybe I missed something, Inside the device configuration the user can choose to use the integrated rift headphones/mic or the default windows sound device. I'm not using the Audio SDK (because no public C++ SDK has been released yet...) so I'm working with OpenAL. The thing I need to know is how to get by code the state of these settings : http://puu.sh/oFT0h/9963f11a0c.png I've check the OVR headers documentation and I didn't find anything relevent. If there's no way to do this, please consider this post as a feature request. This could come in handy for other developers. :-p1.2KViews0likes3CommentsFeature Request for CV1 Audio Hijack Integration
I've been working on updating my experiences for the CV1, so far I've run into the same problem in different ways on every one of them: some of my audio will get hijacked properly and some won't. The audio that doesn't send properly to the Rift headphones is usually playing through some separate channel from the Game Engine, like the AVPro video plugin on Unity or the Two Big Ears renderer in Unreal. It plays out of my standard motherboard headphone jack. I have reported this to the vendors of those plugins (if there is relevant documentation I can point them to, it would help --- this does not seem to be very enlightening: https://developer.oculus.com/documentation/pcsdk/latest/concepts/dg-vr-audio/). Anyway, in the future I think it would be awesome if we had an explicit way to easily choose whether to play an audio clip through the Rift or through the standard motherboard soundcard path (since this is already accidentally working). It would allow developers to easily activate special effects like the subpac or our vibrating floor, while still using the convenient rift headphones. And this was something that was pretty difficult to do before, because it relied on hacking surround sound output or digging into private windows apis. It's a feature that could help differentiate the Rift. (We don't just want to send the overall audio output just to the subpac or buttkicker because then you get things like the character voices rumbling the pack, which is distracting).545Views0likes0Comments