Acoustics 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.1.7KViews0likes2CommentsMeta XR Audio SDK plugin Unreal 5.3 reverb
Did anybody get the MetaXRAudio plugin to work with the implemented reverb? I have followed the description here: https://developer.oculus.com/documentation/unreal/meta-xr-audio-sdk-unreal-room-acoustics/ and did only get the spatialization to work properly. I am testing on unreal 5.3 with a blank project only with the Meta XR Audio enabled using regular Headphones. I havent found anything on the web so far. Any pointers or help are greatly appreciated.848Views1like0CommentsHow 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.1.4KViews0likes0Comments