Ambisonic playback broken (headlocked) in Unreal 4.25.3 (Oculus Branch)
Hi there, we are currently trying to incorporate ambisonic ambient files in our current Unreal project (engine source built from the Oculus Branch 4.25.3) but no matter what we do, the ambisonic track stays completely head-locked. We went through the set up guide to ensure everything is set up correctly and tested with files from Oculus Ambisonics Starter Library to ensure its not a file issue. Also, we had this working fine with an earlier version of the Oculus Branch. The issue persists also when using the built in spatializer (although not sure if that one ever properly worked) Help to get this feature running again would be much appreciated, thanks in advance. Daniel715Views1like0CommentsOculus 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?768Views0likes1Comment