Audio on the Oculus Quest has faster speed and higher pitch when exported from UE4
Hi, I am working with Unreal Engine 4.22.3 and Oculus Quest. The voice of my characters (wav files) is fine when I test on my desktop through UE4 or any other software. However, it is not the same when I export to the Oculus Quest. In the Quest the voices are faster and with a higher pitch. They sound like chipmunks. What can be causing this? I'm exporting my audio from Audible as a "WAV (Microsoft) signed 16-bit PCM" and I simply drag and drop the file into Unreal Engine Content folder to import it. Here is a screenshot of the details from the audio file. I hope this has an easy answer. It is the first time I put a voice to actors in VR. Your help would be very much appreciated! Thanks *No errors or warnings are shown either1.4KViews0likes2CommentsHigh Lost RAM memory when the app is launched on Quest
Hello everybody. I hope someone will could help me :smile: I'm trying to explain why my application has crashed with an out of memory interruption. I captured the memory state of my Quest just after a reboot with a "adb shell dumpsys meminfo" and I saw : Total RAM : 3.881.224K Free RAM : 2.334.507K Used RAM : 1.452.993K Lost RAM : -56.676K I think free ram and used ram values are ok. Then I launched my app which takes 1.5Go in ram memory (big app...). So it should be Ok. After exiting my app (with crash) I captured again memory state : Total RAM : 3.881.224K Free RAM : 1.240.407K Used RAM : 1.465.181K Lost RAM : 1.026.836K I said to myself "ok it's probably a memory leak. Don't worry". I checked runtime memory leak by a runtime memory profiling on Quest with OvrMetricsTool and on PC with Unity profiler. The memory was stable. I ran Quest app many times and the system memory state remains stable with Lost RAM around 1.000.000K and Free RAM 1.250.000K. I rebooted the Quest and I dit the same test with an another game of the studio. The result was the same but smaller. I 've had 300.000k on Lost Memory... (the game is smaller). I think when i launch my game, it involves a 1.000.000K loss memory and then try to use its 1.5Go and badaboom crash with "out of memory". It's not possible to reuse this "lost memory" without reboot the Quest (Edit: After other tests, some of this lost memory is reused. It's look like cache system ? so why is it considered as "lost memory" ?). By searching on Internet Lost memory is the memory that have been lost by the OS or that have been reserved by other task which has nothing to do with OS (kind of drivers). So my questions are : What do you think of this ? Is it possible memory leaks could involve an irreversible memory loss by the system ? Do you think it's an app problem ? Additionnal Information : Unity 2019.2.10f1 OvrPlugin 1.45 Oculus Integration v13 (Feb 7th 2020)2.4KViews0likes1CommentBuild & Run Deploys Wont Start IN Quest
Hi, I'm kinda not sure what else to look at here. I used a sample from the Oculus kit the VR hoops. Everything is setup installed in unity. I go running and build the project out to the device and it never starts up on the quest. Is there some piece I might be missing preventing it from actually running on the device? I have no errors inside of unity and build and deploy both say success..4.5KViews0likes5Comments[Unity] Reproducing controller system from main Oculus menu
Hi, In the Oculus quest's menu any button triggered switch the main active controller (Left or Right). I would like to implement the same system in my Unity application. I've tried to use OVRInput.GetConnectedControllers() and OVRInput.GetActiveController() but both returned "Touch" value. Nevertheless, I have set each Controller prefab's OVRTrackedRemote script to LTouch and RTouch, I would expect those method to return at least one of those value. I've also tried OVRPlugin.GetDominantHand() and the result was always the right hand. Did anyone here managed to reproduce in Unity how the controllers work in the Oculus menu ? Thanks in advance.594Views0likes0Comments