How ot properly set up oculus audio spatialization and reverb plugin in Unreal
HI there, I can't get oculus spatializer to generate reverb for me. I did everything according to this guide: Use the Oculus Spatializer for Unreal Engine | Oculus Developers, yet it just doesn't do anything. I was testing it on unreal vr template. Have anyone had any succes with utilising it and could help me out with it?1.1KViews0likes0CommentsUE 4 Audio Engine performance on Quest 2
Hi all, I’m curious as to the real-world implications of moving audio-intensive Unreal projects onto Quest 2. In particular, would it be worth the effort to build an Unreal audio plugin doing physical modeling for Unreal Engine to run it on Quest 2 or would the Android/Snapdragon combo strain/buckle/collapse under the weight? It’s not a trivial amount of work so it would be super helpful if anyone has thoughts as to how a 4-16 voice bowed string physical model implementation (from the STK synthesis toolkit) might perform on Quest 2. Or any real-world feedback as to how other nonlinear audio intensive projects have fared on Quest 2. Thanks in advance!880Views0likes0CommentsLipsync From Other Means
Hello there, I am new to the forum, and working on a project currently for my Final Year Project in college. I am trying to build a virtual assistant which maps the output from a dialog system to the mouth movements of a model I have designed. Currently, I have the model performing lipsync via my microphone input to UE4. My question is whether or not it is possible to get input to the Lipsync Via a different means. For example, I am wondering if I can stream a .wav file into Unreal Engine and use this as the voice input to the lipsync in real time. Or, is it possible to read an audio file as it is written to the disk, and use this as the input to the lipsync. I am trying to figure out some way of passing in the Audio Data from potentially a network source, but definitely a different source than UE4. Is what I am trying to do possible? Please let me know what you think, as this is the final piece of the puzzle that is this project. Thank You in advance!1.6KViews0likes3Comments[Go] UE4 Voice Capture ?
I'm developing a speech recognition funcionality for my project but i've noticed that unreal engine is not detecting any microphone in the oculus go thus not being able to capture microphone data. I've tried with both the new and the old audio engines, by using blueprints nodes or writing a capture module in c++, permissions are fine. Everything works in the editor but not on the headset. This is the blueprint flow i'm using for recording: Is there any shenanigan needed to enable microphone functionality for my app ? something I overlooked that isn't allowing the microphone to be detected? API level is 21.2.3KViews1like2CommentsAudio only playing when in oculus menu - not in game project on packaged build.
Hi, Looking for some assistance with audio issues in a packaged build. I just started packaging my project and I'm experiencing some differences from the UE4 editor 'Vr Preview" and the packaged build. I'm not surprised but as it is, the audio is only playing when I press and hold the oculus home button, then I get a quick flash of audio that should be playing in the game. If I turn my desktop audio on I can hear it coming from the computer speakers, so it appears game is not switching the audio device to Oculus? Is there a way I can manually handle this inside of UE4? I've always disliked the audio functionality that oculus does as it seems to confuse all users. I've seen this on twitch and I've experienced in my own demoing of games to friends. Sometimes the windows device seems to take the lead. Very frustrating and now it's occurring in my own game project. If you know a sure fire way to get the audio fixed for normal oculus play I'm open to hearing that too but I'd like to address the elephant in the room too.695Views0likes0CommentsUnreal Engine 4.21.2 + 1.34.0 Audio SDK crashes editor at startup
I'm having an issue launching the editor with the Oculus Audio SDK enabled. I've enabled the Unreal Audio Mixer and am launching with the -audiomixer command line flag. I don't have any other 3rd party Audio SDKs. The project selector works fine in the editor. When I attempt to open my project that has the Oculus Audio Plugin enabled, the engine crashes when attempting to load the dll. I've attached the crash log if that helps. Any help is appreciated.1KViews0likes1CommentOculus Audio Propagation for Oculus Quest
Hi, I've been experimenting with audio solutions for the Oculus Quest and it seems Oculus Audio is the only one that will supposedly work, however I have not been able to get it to deploy properly. I have a basic scene with a single source and in Standalone preview (PIE exits with a crash) I get correct audio with reverb and propogation. However when I deploy to the quest, even with the correct AndroidEngine.ini settings, these features do not work. In fact the audio gets somewhat corrupted too as it plays at a higher pitch than it should. Is there something I'm missing or is the full SDK unavailable for the Quest?760Views0likes1CommentVRC.PC.Audio.1 - TestAudioOutput: Failed
Hi there. I have been running the VRC validator on a build of my UE4 game (latest 4.19 Epic launcher release) and it has been failing at the audio test. I have the Oculus Audio plugin enabled and I'm not using any external audio tools. From what I gather it seems that it should just work with UE4 without changing any settings, is that right? If not, does anyone have any idea what I'm doing wrong? Thanks!2.3KViews0likes7Comments