Meta XR Audio SDK Integration Issues with Unreal Engine 5 and Wwise for Quest 3 Development
Hi everyone, I'm developing a VR game for Meta Quest 3 using Unreal Engine 5.4.4, Meta XR SDK v68, and Meta XR Audio SDK v68 with Wwise 2023.1.7.8574.3199. I'm encountering some issues with the Meta XR Audio SDK integration and would appreciate any help or insights. I've followed the setup instructions from the Meta documentation (https://developers.meta.com/horizon/documentation/unreal/meta-xr-audio-sdk-wwise-req-setup?locale=en_GB), but I'm running into the following problems: 1. When I copy the MetaXRAudioWwise DLL and XML files to the Wwise app folder as instructed in the documentation, Unreal Editor fails to launch with the following assertion error: LoginId:902113744ce7dcdd8266e487fa1248f0 EpicAccountId:af814a7bf2724617a579492d6f104ad5 Assertion failed: DllHandle [File:D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Private\Windows\WindowsPlatformProcess.cpp] [Line: 196] UnrealEditor_Core UnrealEditor_MetaXRAudio!FMetaXRAudioLibraryManager::GetPluginContext() [C:\Users\Volrath\Documents\GitHub\hg-project-shibainu\Plugins\MetaXRAudioWwise\Source\MetaXRAudio\Private\MetaXRAudioDllManager.cpp:250] UnrealEditor_MetaXRAudio!FMetaXRAudioLibraryManager::UpdatePluginContext() [C:\Users\Volrath\Documents\GitHub\hg-project-shibainu\Plugins\MetaXRAudioWwise\Source\MetaXRAudio\Private\MetaXRAudioDllManager.cpp:209] UnrealEditor_MetaXRAudio!UMetaXRAudioAcousticSettings::UMetaXRAudioAcousticSettings() [C:\Users\Volrath\Documents\GitHub\hg-project-shibainu\Plugins\MetaXRAudioWwise\Source\MetaXRAudio\Private\MetaXRAudioAcousticSettings.cpp:26] UnrealEditor_CoreUObject UnrealEditor_CoreUObject UnrealEditor_CoreUObject UnrealEditor_CoreUObject UnrealEditor UnrealEditor UnrealEditor UnrealEditor UnrealEditor UnrealEditor kernel32 ntdll 2. If I instead copy these files to the Wwise plugin folder in my game project, I can launch the editor and build the APK. However: a. When trying to launch the APK on the Quest 3, it crashes after showing the splash image. b. When attempting to run it from the editor to the headset (via launch in platform, not PCVR), it crashes with the following errors: LogPlayLevel: UAT: 10-02 18:13:34.045 5809 6018 D UE : LogOnline: OSS: Unable to create OnlineSubsystem instance GOOGLEPLAY LogPlayLevel: UAT: 10-02 18:13:34.045 5809 6018 D UE : LogOnline: OSS: Created online subsystem instance for: NULL LogPlayLevel: UAT: 10-02 18:13:34.045 5809 6018 D UE : LogOnline: OSS: TryLoadSubsystemAndSetDefault: Loaded subsystem for type [NULL] LogPlayLevel: Warning: UAT: 10-02 18:13:34.045 5809 6018 D UE : LogOnline: Warning: OSS: FOnlineSubsystemGooglePlayModule was disabled LogPlayLevel: Warning: UAT: 10-02 18:13:34.047 5809 6018 D UE : LogAndroid: Warning: dlopen failed: dlopen failed: library "libMetaXRAudioWwise.so" not found LogPlayLevel: Warning: UAT: 10-02 18:13:34.048 5809 6018 D UE : LogAndroid: Warning: dlopen failed: dlopen failed: library "libMetaXRAudioFMOD.so" not found LogPlayLevel: Warning: UAT: 10-02 18:13:34.049 5809 6018 D UE : LogAndroid: Warning: dlopen failed: dlopen failed: library "libmetaxraudio64.so" not found LogPlayLevel: Error: UAT: 10-02 18:13:34.049 5809 6018 D UE : LogAudio: Error: Meta XR Audio: Unable to load Meta XR Audio UE integratiton LogPlayLevel: Error: UAT: 10-02 18:13:34.049 5809 6018 D UE : LogAudio: Error: Meta XR Audio: Failed to load OVR Audio dll LogPlayLevel: UAT: 10-02 18:13:34.050 5809 6018 D UE : LogOculusPluginWrapper: OculusPlugin initialized successfully LogPlayLevel: UAT: 10-02 18:13:34.307 5809 6018 D UE : LogHMD: FOculusXRHMDModule PreInit successfully LogPlayLevel: UAT: 10-02 18:13:34.308 5809 6018 D UE : LogInit: ExecutableName: project_shibainu ... LogPlayLevel: UAT: 10-02 18:13:34.914 5809 6018 D UE : [2024.10.02-21.13.34:914][ 0]LogHMD: PokeAHoleMaterial loaded successfully LogPlayLevel: UAT: 10-02 18:13:34.950 5809 6018 D UE : [2024.10.02-21.13.34:950][ 0]LogAudioCaptureCore: Display: No Audio Capture implementations found. Audio input will be silent. LogPlayLevel: UAT: 10-02 18:13:34.950 5809 6018 D UE : [2024.10.02-21.13.34:950][ 0]LogAudioCaptureCore: Display: No Audio Capture implementations found. Audio input will be silent. LogPlayLevel: UAT: 10-02 18:13:34.995 5809 6018 D UE : Assertion failed: DllHandle [File:./Runtime/Core/Private/Android/AndroidPlatformProcess.cpp] [Line: 60] LogPlayLevel: UAT: 10-02 18:13:34.995 5809 6018 D UE : LogPlayLevel: UAT: 10-02 18:13:35.003 5809 6018 D UE : [2024.10.02-21.13.35:003][ 0]Assertion failed: DllHandle [File:./Runtime/Core/Private/Android/AndroidPlatformProcess.cpp] [Line: 60] LogPlayLevel: UAT: 10-02 18:13:35.003 5809 6018 D UE : LogPlayLevel: Error: UAT: 10-02 18:13:35.003 5809 6018 D UE : [2024.10.02-21.13.35:003][ 0]LogAndroid: Error: === Critical error: === LogPlayLevel: Error: UAT: 10-02 18:13:35.003 5809 6018 D UE : [2024.10.02-21.13.35:003][ 0]LogAndroid: Error: LogPlayLevel: Error: UAT: 10-02 18:13:35.003 5809 6018 D UE : [2024.10.02-21.13.35:003][ 0]LogAndroid: Error: Assertion failed: DllHandle [File:./Runtime/Core/Private/Android/AndroidPlatformProcess.cpp] [Line: 60] LogPlayLevel: Error: UAT: 10-02 18:13:35.003 5809 6018 D UE : [2024.10.02-21.13.35:003][ 0]LogAndroid: Error: LogPlayLevel: Error: UAT: 10-02 18:13:35.003 5809 6018 D UE : [2024.10.02-21.13.35:003][ 0]LogAndroid: Error: [Callstack] 0x0000007878F32694 libUnreal.so(0x0000000009DFB694)!FAndroidPlatformProcess::GetDllExport(void*, char16_t const*) [] LogPlayLevel: Error: UAT: 10-02 18:13:35.003 5809 6018 D UE : [2024.10.02-21.13.35:003][ 0]LogAndroid: Error: [Callstack] 0x00000078820A57C8 libUnreal.so(0x0000000012F6E7C8)!FMetaXRAudioLibraryManager::GetPluginContext() [] LogPlayLevel: Error: UAT: 10-02 18:13:35.003 5809 6018 D UE : [2024.10.02-21.13.35:003][ 0]LogAndroid: Error: [Callstack] 0x00000078820AF128 libUnreal.so(0x0000000012F78128)!FMetaXRAudioLibraryManager::UpdatePluginContext(float) [] LogPlayLevel: Error: UAT: 10-02 18:13:35.003 5809 6018 D UE : [2024.10.02-21.13.35:003][ 0]LogAndroid: Error: [Callstack] 0x00000078799B5254 libUnreal.so(0x000000000A87E254)!UClass::CreateDefaultObject() [] LogPlayLevel: Error: UAT: 10-02 18:13:35.003 5809 6018 D UE : [2024.10.02-21.13.35:003][ 0]LogAndroid: Error: [Callstack] 0x0000007879D20414 libUnreal.so(0x000000000ABE9414)!ProcessNewlyLoadedUObjects(FName, bool) [] LogPlayLevel: Error: UAT: 10-02 18:13:35.003 5809 6018 D UE : [2024.10.02-21.13.35:003][ 0]LogAndroid: Error: [Callstack] 0x00000078808AB8C4 libUnreal.so(0x00000000117748C4)!FEngineLoop::PreInitPostStartupScreen(char16_t const*) [] LogPlayLevel: Error: UAT: 10-02 18:13:35.003 5809 6018 D UE : [2024.10.02-21.13.35:003][ 0]LogAndroid: Error: [Callstack] 0x00000078808A3048 libUnreal.so(0x000000001176C048)!FEngineLoop::PreInit(char16_t const*) [] LogPlayLevel: Error: UAT: 10-02 18:13:35.003 5809 6018 D UE : [2024.10.02-21.13.35:003][ 0]LogAndroid: Error: [Callstack] 0x000000788088F080 libUnreal.so(0x0000000011758080)!AndroidMain(android_app*) [] LogPlayLevel: Error: UAT: 10-02 18:13:35.003 5809 6018 D UE : [2024.10.02-21.13.35:003][ 0]LogAndroid: Error: [Callstack] 0x000000788089FA60 libUnreal.so(0x0000000011768A60)!android_main() [] LogPlayLevel: Error: UAT: 10-02 18:13:35.003 5809 6018 D UE : [2024.10.02-21.13.35:003][ 0]LogAndroid: Error: [Callstack] 0x00000078808C6BC8 libUnreal.so(0x000000001178FBC8)![Unknown]() [] LogPlayLevel: Error: UAT: 10-02 18:13:35.003 5809 6018 D UE : [2024.10.02-21.13.35:003][ 0]LogAndroid: Error: [Callstack] 0x00000079A8B6C154 libc.so(0x00000000000E0154)![Unknown]() [] LogPlayLevel: Error: UAT: 10-02 18:13:35.003 5809 6018 D UE : [2024.10.02-21.13.35:003][ 0]LogAndroid: Error: [Callstack] 0x00000079A8B186E0 libc.so(0x000000000008C6E0)![Unknown]() [] LogPlayLevel: Error: UAT: 10-02 18:13:35.003 5809 6018 D UE : [2024.10.02-21.13.35:003][ 0]LogAndroid: Error: LogPlayLevel: Error: UAT: 10-02 18:13:35.003 5809 6018 D UE : [2024.10.02-21.13.35:003][ 0]LogAndroid: Error: LogPlayLevel: Error: UAT: 10-02 18:13:35.003 5809 6018 D UE : [2024.10.02-21.13.35:003][ 0]LogAndroid: Error: LogPlayLevel: Error: UAT: 10-02 18:13:35.003 5809 6018 D UE : [2024.10.02-21.13.35:003][ 0]LogAndroid: Error: 3. Interestingly, everything works fine when running in simulation mode in the editor or via the Meta XR Simulator. Has anyone encountered similar issues or have suggestions on how to properly integrate the Meta XR Audio SDK with Wwise for Quest 3 development in Unreal Engine 5? Any troubleshooting steps or potential solutions would be greatly appreciated. Thank you in advance for your help!1.1KViews0likes2CommentsOculus Spatializer for Wwise integration
Morning Everyone, For my project I'm using Unity 2021.3.8 with Oculus ingration v56 Wwise v 2022.1.8 I've recently integrated Wwise in my project to add sounds with the Oculus Spatializer. Here is a list of the steps i've taken: Download Wwise launcher Select integrate on my unity project downloaded Oculus Spatializer for wwise plug-in and copy/pasted the two file (dll and xml )in the audiokinetic Authoring/plug-in repository after integration ended succesfully i've added some sound to my experience via the newly created wwise project (following the documentation guide in order to use the spatializer pulg -in) added the soundbanks Results: Audio in Unity Editor are working fine but upon building my experience for Android the build does not play any sound and unity is debugging that the ddl and the .so file of the Oculus Spatializer Plug-in cannot be found i've already tryied to: modify the wwise integration in order to update it, removing the wwise folder and reintegrate it but it amounted to nothing. i' ve also made a simpler project and repeted the passages i've follewd the fisrt time and in that framework it works (So i've excluded a compatibility problem with wwise version and the Plug-in version). Any ideas ? thanks in advance1.1KViews0likes0CommentsAudio output problems in Wwise, sound disappears.
I am working on a Quest build, using Unity and Wwise. A two specific points in the Quest build, all audio disappears. The first time it comes back (again at a more or less certain point) the second time it newer comes back. When profiling in Wwise, the Output peak is hitting 774 dB, when the audio dissappears (see picture). None of the sounds playing at the given time, has unregular volume output. The CPU is not doing anything unusual, there is no voice starvations or anything else that would "justify" the behavior. This is ONLY a problem on the Quest. When build for Rift this never happens. I am using Resonance Audio as spatializer, i tried removing it. It didn't help. If I'm removing all ambience, then the problem doesn't happen. Even though the ambience is not doing anything out of the usual in the instances. Does anyone have experience with something similar to this? or maybe a solution? I appricated anything you can throw at me. Questions, tips or solutions. Thank you in advance.2.9KViews0likes4CommentsWWise Crash Help
I've been integrating Wwise into our game and it seems to run ok on PC and in the editor but crashes on Quest. This seems to happen just after loading the level and started happening after adding some code to trigger events when physics objects collide. The code is basically: public class CollisionSfx : MonoBehaviour { public AK.Wwise.Event ImpactEvent; public AK.Wwise.Switch MaterialType; public AK.Wwise.RTPC ImpactMass, ImpactVelocity; private Rigidbody body; void Awake() { body = GetComponent<Rigidbody>(); } void OnCollisionEnter(Collision collision) { MaterialType.SetValue(gameObject); ImpactMass.SetValue(gameObject, body.mass); ImpactVelocity.SetValue(gameObject, collision.relativeVelocity.magnitude); ImpactEvent.Post(gameObject); } } Any one out there got any ideas?578Views0likes0CommentsConnect Wwise to Quest 2 game?
Hi, We've got a UE4.26 game up and running on the Quest 2 with Wwise 2021.1. All the audio is working fine but we can't seem to get Wwise to connect to the game running on the Q2. It can connect just fine when running inside the editor on PC. Has anyone gotten this working? I've tried checking everything I can -- it's a development build, I've confirmed that the Wwise communication library is initialized successfully and the UDP port settings match, etc. I'm wondering if there's some reason this can't work on the Q2 or if there's just some other setting I'm missing somewhere. Thanks for any help! Ethan1.1KViews0likes0CommentsDid I install OSP for Wwise correctly?
Hello, I have a quick question regarding the proper install of the OSP for Unreal and Wwise on a Windows x64 machine. All the steps are straight forward except for the copy/paste of the .h header code. It says you only need to do that if you use the PC SDK. I do not have the PC SDK installed, do I need that for it all to run correctly? It connects to Wwise and Unreal and sounds good, but when I build the game and use the Wwise profiler on the build it says the Oculus Plugin is not registered. I hear sounds, and it sounds different than turning the OSP off in Wwise, so it must be working...I think. I am using Wwise 2017.1.9.6501 in UE4.18.3 on Windows x64 with the ovr_audio_spatializer_Wwise_1.27.0 I get this when I start UE: LogHMD: Oculus plugin initialized. Version: 4.18.3-3832480+++UE4+Release-4.18, OVRPlugin: 1.19.0 I get this upon build: UATHelper: Packaging (Windows (64-bit)): [OVRPlugin][ERROR] [CAPI] LibOVR module location lookup failed.[OVRPlugin][ERROR] ovr_GetAudioDeviceInGuidStr failed: UATHelper: Packaging (Windows (64-bit)): [OVRPlugin][ERROR] Cannot get preferred VR audio IN device.[OVRPlugin][ERROR] ovr_GetAudioDeviceOutGuidStr failed: UATHelper: Packaging (Windows (64-bit)): [OVRPlugin][ERROR] Cannot get preferred VR audio OUT device. UATHelper: Packaging (Windows (64-bit)): [OVRPlugin][INFO] Connected to the server running version (prod = 1).1.30.0(build = 676007) feature version = 0. Client runs version (prod = 1).1.30.0(build = 0) feature version = 0[OVRPlugin][INFO] IAD changed to 60.8mm Another issue is when I did try to copy/paste the code into the .cpp file, I received syntax errors upon build and a failed build. Any help would be much appreciated! Thanks, Tyler1.9KViews0likes8Comments