Dynamic Room Modeling with Oculus Integration and FMOD
Hey there, I'm using FMOD as the audio engine in a Quest 2 game that's being developed with Unity 2020.3.24f1 and The Oculus Integration (I think v35). In FMOD Studio I installed the Oculus Spatializer as a plugin that gets applied to all the Sound-Events that I later use as 3D sound in Unity. The general spazialization works great, but I'd love to get a more accurate representation of the room by building an audio geometry. When I try that via the menu Oculus -> Spatializer -> Build Audio Geometry for current scene. I get these two consol messages: Building audio geometry for scene TestLevel01 Successfully built 0 geometry objects I added the ONS Probagation Material script to a few room geometry objects and also tried adding the Oculus Spatializer Unity and Oculus Spatializer FMOD to a static game object, but I still get the same result of 0 built geometry objects and no audible change in audio. Any tipps of how to get the room modeled with FMOD and Unity? Appreciate your help. Cheers!1.4KViews0likes1CommentHow 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?1.1KViews0likes0CommentsOculus Spatial Reverb Without Early Reflections
Hello! I'm integrating Oculus Spatial reverb in FMOD. I want to disable early reflections and only have reverb because of performance cost. However, when I turn off "Reflections" on my spatial reverb in FMOD, the audio sounds the same as it does with the plugin bypassed. I've seen the ability to turn off early reflections mentioned several times online. How do I do that/Why isn't reverb being applied? I am testing in the FMOD editor.1.4KViews0likes0CommentsFMOD and Oculus MRC
Hello all, I have implemented Oculus Mixed Reality Capture inside my Unity Project and everything works great. The only problem is that if I use FMOD, no audio gets transmitted to OBS... only the standard audio that goes through Unity Audio Listener gets sent to Mixed Reality Video. Has someone of you ever found a solution to this? All my game uses FMOD... Thank you!Solved1.3KViews1like1CommentAudio issue Unity + FMOD + OVR
I'm using in my current project FMOD with ovrfmod plugin for the audio system. The audio works fine, but I have one issue when I'm using the CV1. If I have another headphoneconnected on computer, the Audio will play on that new headphone, instead of CV1 headphone. Anyone have some idea what could be wrond, and what could fix it?! Thanks!906Views0likes2Comments