Quest 3 has no audio when connected to PC
I recently get the Quest 3, and for some reason I can't get the audio to come through my headset when it is connected to my PC using a link cable or AirLink. It shows as a device in the sounds settings and it is enabled in the audio Control Panel Playback section. I never had this problem on my Quest 2. I have updated the drivers, tried disabling the Nvidia High Definition Audio driver. Any help greatly appreciated! Note: This green audio bar next to the Oculus audio device stays at half-full whether the computer is playing or not. Not sure if that helpsSolved38KViews1like36CommentsQuest 3 blowing air and won’t turn on
I just purchased a meta quest 3 about 2 weeks ago and the screen would turn black when I had it on. I wouldn’t even be able to type in my passcode by the time it turned black. I did what was said to hold the power and volume buttons for 10 seconds and once I did that it turned off and started blowing air from the front side of the headset. I’ve put it on a charger, held all 3 buttons for 30 seconds+ and still nothing. It’s been 10 minutes and it’s still just blowing out air.Solved17KViews0likes16CommentsAcoustic Ray Tracing for Unity does not make any sound
I should have done everything I should do, but my test project does not make any sound with Acoustic Ray Tracing of Meta XR Audio SDK. What are the likely solutions? The project makes sounds normally when I disable Acoustic Ray Tracing. My environment - Windows 11 - Unity 2022.3.36f1 - Visual Studio 2022 - My Unity project is a simple non-XR 3D maze What I did: (1) Installed Meta XR Audio SDK Plugin for Unity tarball into my Unity project, following "Method 2: Download via the Meta Quest Developer Center" in [1]. (2) Set up my Unity project to enable Meta XR Audio SDK, following "Unity Project Setup" in [1]. The project settings is [2]. (3) The sounds are imported into Unity by forcing them to mono [3]. (4) Enable spatialization on my AudioSource components as per "Implementation" in [4]. The resulting setting is [5]. Attached the script MetaXRAudioSource.cs to the Audio Source’s GameObject. The optional MetaXRAudioSourceExperimentalFeatures.cs is not attached. (5) Attached the sample SpatializerMixer, which is included in Meta XR Audio SDK, to the output of AudioSource components, following "Setup the Audio Mixer" in [6]. The resulting setting is [5]. (6) Added Acoustic Geometry as per [7]. Specifically, attached an MetaXRAcousticGeometry component to the parent GameObject that have various geometries like walls, floor, and ceiling as its children. "Include Child Meshes" is enabled. The resulting setting is [8]. Then baked the acoustic geometry. The baked data is generated in the file StreamingAssets/Acoustics/<scene name>/<parent GameObject name>.xrageo. (7) Added a new GameObject and attached the MetaXRAcousticMap component to it, as per [9]. The resulting setting is [10]. Then baked the acoustic map. The Unity Editor's Inspector shows the acoustic map as READY. The baked data is generated in the file StreamingAssets/Acoustics/<scene name>.xramap. (8) Played the scene in the Unity Editor, but I can hear no sound from spatialized audio. On the other hand, non-spatialized audio make sounds. However, the Unity console shows that the acoustic geometry and map are loaded successfully as follows: Found data in default location: StreamingAssets/Acoustics/Level 1.xramap ... Applying Acoustic Propagation Settings: [acoustic model = Automatic], [diffraction = True], ... Setting spatial voice limit: 64 ... Loading Geometry Maze1 from StreamingAssets C:/Unity/projects/amaze3d/Assets/StreamingAssets/Acoustics\Level 1\Maze1.xrageo ... No Meta XR Audio Room found, setting default room ... Fallback handler could not load library C:/Program Files/Unity/Hub/Editor/2022.3.36f1/Editor/Data/MonoBleedingEdge/lib/MetaXRAudioWwise ... Fallback handler could not load library C:/Program Files/Unity/Hub/Editor/2022.3.36f1/Editor/Data/MonoBleedingEdge/lib/libMetaXRAudioFMOD Meta XR Audio Native Interface initialized with Unity plugin ... Geometry Maze1, read time = 0.02320397 ... Sucessfully loaded Geometry Maze1, load time = 0.06603026 ... Simplified mesh with 3563 vertices ... References [1] Meta XR Audio SDK Plugin for Unity - Requirements and Setup https://developer.oculus.com/documentation/unity/meta-xr-audio-sdk-unity-req-setup/ [2] ProjectSettings/AudioManager.asset ... m_Volume: 1 Rolloff Scale: 1 Doppler Factor: 1 Default Speaker Mode: 2 m_SampleRate: 0 m_DSPBufferSize: 256 m_VirtualVoiceCount: 512 m_RealVoiceCount: 32 m_EnableOutputSuspension: 1 m_SpatializerPlugin: Meta XR Audio m_AmbisonicDecoderPlugin: Meta XR Audio m_DisableAudio: 0 m_VirtualizeEffects: 1 m_RequestedDSPBufferSize: 256 [3] <sound file name>.mp3.meta ... forceToMono: 1 ... ambisonic: 0 3D: 1 ... [4] Apply Spatialization in Unity https://developer.oculus.com/documentation/unity/meta-xr-audio-sdk-unity-spatialize/ [5] FPSController.prefab ... --- !u!82 &8200000 AudioSource: ... m_Enabled: 1 serializedVersion: 4 m_PlayOnAwake: 1 m_Volume: 1 m_Pitch: 1 Loop: 0 Mute: 0 Spatialize: 1 SpatializePostEffects: 0 Priority: 128 DopplerLevel: 0 MinDistance: 1 MaxDistance: 100 Pan2D: 0 rolloffMode: 2 BypassEffects: 0 BypassListenerEffects: 0 BypassReverbZones: 0 ... --- !u!114 &8500000 MonoBehaviour: ... m_Enabled: 1 m_EditorHideFlags: 0 m_Script: {fileID: 11500000, guid: a07f270ac36c49789466c75ceb88424c, type: 3} ... enableSpatialization: 1 gainBoostDb: 10 enableAcoustics: 1 reverbSendDb: 0 [6] Apply Room Acoustics in Unity https://developer.oculus.com/documentation/unity/meta-xr-audio-sdk-unity-room-acoustics/ [7] Acoustic Geometry in Acoustic Ray Tracing for Unity https://developer.oculus.com/documentation/unity/meta-xr-acoustic-ray-tracing-unity-geometry/ [8] Level1.unity ... --- !u!114 &2007814857 MonoBehaviour: ... m_Enabled: 1 m_EditorHideFlags: 0 m_Script: {fileID: 11500000, guid: 46bc5ac24d7ec0348bb607bf4ed1f00d, type: 3} ... IncludeChildMeshes: 1 relativeFilePath: StreamingAssets/Acoustics/Level 1/Maze1.xrageo [9] Acoustic Maps in Acoustic Ray Tracing for Unity https://developer.oculus.com/documentation/unity/meta-xr-acoustic-ray-tracing-unity-map/ [10] Level1.unity ... --- !u!1 &2008814857 GameObject: m_ObjectHideFlags: 0 ... m_Component: - component: {fileID: 2008814859} - component: {fileID: 2008814858} m_Layer: 0 m_Name: Test Acoustic Map m_TagString: Untagged ... m_StaticEditorFlags: 0 m_IsActive: 1 --- !u!4 &2008814859 Transform: m_ObjectHideFlags: 0 ... m_GameObject: {fileID: 2008814857} m_LocalRotation: {x: 0, y: 0, z: 0, w: 1} m_LocalPosition: {x: 0, y: 0, z: 0} m_LocalScale: {x: 1, y: 1, z: 1} m_ConstrainProportionsScale: 0 m_Children: [] m_Father: {fileID: 0} m_RootOrder: 0 m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0} --- !u!114 &2008814858 MonoBehaviour: m_ObjectHideFlags: 0 ... m_GameObject: {fileID: 2008814857} m_Enabled: 1 m_EditorHideFlags: 0 m_Script: {fileID: 11500000, guid: a96b764f28a53ab488bd80d19c0c167a, type: 3} ...1.8KViews0likes12CommentsAcoustics on device with Meta Audio SDK
Has anybody gotten acoustics to work with the latest Meta Audio SDK (v56.0) on device? I've followed the configuration guide carefully and things work on Windows in the editor, but in a build on Quest 2 or Quest pro, the reverb produces a crackling sound (just the reverb, not the spatialization). I've played with all kinds of setting, tuning gain, volume, room properties etc. and nothing seems to help. Any help/pointers are appreciated.1.6KViews0likes2CommentsDevelopment of an audio-to-text transcription app for Oculus Quest 2 and 3.
I am developing an application for Oculus Quest 2 that converts audio into text, but I have encountered some issues. I tried using the SpeechRecognition API on a web page, but it doesn't seem to be compatible with the Oculus browser. I also tried installing Chrome, but that didn’t work either. I’ve explored alternatives like Vosk and PocketSphinx, but I haven't had success with them so far. My question is: is there any API or framework compatible with Oculus Quest 2 that would allow me to perform voice-to-text transcription? Any recommendations or guidance would be greatly appreciated. Thank you in advance for your help!1.1KViews1like2CommentsQuest 3 PCVR with audio out to speaker array?
I'm looking at building a PCVR app for Quest 3 that outputs the app's audio to an array of 8 speakers. Does anyone know if this is possible? And if so, what options do I have to set it up? I'm looking to have the audio play such that it doesn't change as the user's head turns (so not spatial audio like in headset), but the audio is created from a certain speaker as if it actually occurred in that speaker's physical location.416Views0likes1CommentAnyone 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.5.7KViews0likes13CommentsRequest for Enhanced Audio Routing Controls with External Microphones on Meta Quest
Hello Meta Team, I’m reaching out to request improvements in audio routing control for the Meta Quest, especially when using external USB-C microphones. Currently, the Quest OS automatically routes both audio input and output through the USB-C port when an external microphone is connected. This setup unfortunately limits flexibility, as audio playback through the device’s internal speakers is disabled, which contrasts with the more granular audio routing available on many Android smartphones. Use Case and Rationale: This limitation impacts a wide range of VR use cases, such as: Recording and Streaming: Many creators and developers require the ability to record or stream with an external microphone while still using the Quest’s built-in speakers for monitoring or providing immersive soundscapes. Accessibility and Communication: Granular audio routing control could greatly benefit users with specific accessibility needs or those using VR for social applications, where communicating through an external microphone and hearing output via speakers would enhance the experience. Application Flexibility: Several VR and AR applications rely on custom audio setups that would benefit from per-device audio control, similar to standard Android settings where users can select preferred input and output sources individually. Feature Suggestions: To enhance audio routing control, I’d like to suggest the following features: Option to Separate Input/Output Routing: Allow users to select audio input (e.g., an external mic) and output (e.g., internal speakers) independently, akin to Android’s audio settings. Persistent Device Preference: Provide a setting to enable/disable automatic audio routing to USB-C devices upon connection, similar to the “Disable USB audio routing” option on Android. In-App Routing Controls: Ideally, allow apps to query and set audio routing preferences directly, enabling custom audio experiences within VR applications. I believe that these enhancements would not only improve accessibility but also expand the creative and practical applications of the Quest headset. This type of control is becoming increasingly essential as more users integrate VR into production, education, and social environments. Thank you for considering this request. If there’s any way to provide feedback or be part of testing new audio features, I’d be happy to participate!313Views1like0CommentsQuest 3 no sound via steam link
Hi, I’ve just got a quest 3 to play on steam and ordered a few games on steam ready to play , however I cannot get any sound out of the quest 3 when connected to steam , I have tried every thing I’ve found online and nothing works , is there a fix for this please before I send the quest back for a refund15KViews0likes10CommentsOculus Audio SDK and Meta XR Audio SDK Geometry based acoustics
I have been using Oculus Spatializer Unity (v47.0) in Unity (2021.3.29f1) to create reverberation based on the geometry of the game environment. It seems that there are a number of inconsistencies and behaviors I cannot explain: 1) When a source changes from visible to non visible (i.e the direct sound becomes occluded) the direct sound remains. Toggling Spatialization enabled resets it to as expected, after a while though it returns to the direct component being included again. 2) A different attenuation curve when reflections are enabled compared to when they are disabled. The former begins as a 1 / r releationship but shows a sharp roll off after around 2.3m. The first point in particular means I cannot use the Oculus Spatializer for my project. Therefore, I had a look at using the Meta XR Audio SDK (v55.0) instead as it is newer and seems to be a replacement for the Oculus Spatializer. However, as far as I can find it does not include the same geometry based acoustic rendering. It only seems to include a shoebox room approximation (described here: https://developer.oculus.com/documentation/unity/meta-xr-audio-sdk-unity-room-acoustics/) and is unable to account for occlusion of the direct sound by the scene geometry. Am I missing something? Or are there any plans to add any sort of geometry based acoustics to the Meta XR Audio SDK in the future? Otherwise, are you able to suggest why this behavior may be happening in the Oculus Spatializer?1.7KViews0likes1Comment