Skip to main content
Inspiring
October 14, 2015

[Gear VR] Do I need Oculus Audio SDK for Unity + Utils ?

I just realized there Oculus Audio SDK and now I am wondering if I need to use that along with Unity 5.2.1p3 + Utils for Gear VR projects. Please advise. Thanks!
    This topic has been closed for replies.

    4 replies

    Inspiring
    October 14, 2015
    Only if you want spatialised audio.
    Scorched Battalion - VR Jam edition available for Gear VR and DK2 (Win/Mac/Linux) Jungle Juice Sven Co-op
    motorsepAuthor
    Inspiring
    October 14, 2015
    Oh, it would be really neat I suppose :) Is it performance taxing, judging from personal experiences, on Gear VR ?

    Looking into the docs sounds like it is taxing and it's not a complete product yet :/
    Inspiring
    October 15, 2015
    It's more taxing than the standard Unity audio but it didn't seem too bad -- at least, if you don't need too many spatialised sounds playing simultaneously. I guess it largely depends on how much your specific game/app would benefit from better 3D audio. Definitely worthwhile in my case.
    Scorched Battalion - VR Jam edition available for Gear VR and DK2 (Win/Mac/Linux) Jungle Juice Sven Co-op
    Inspiring
    October 15, 2015
    It is actually pretty mature at this point. Last time I checked, the overhead was less than 1ms/frame in simple setups. We use it in many of our internal apps and we've spent a good amount of time optimizing and testing it. As the documentation points out, early reflections can cost extra CPU, but the general CPU overhead is pretty low, even on Android. See https://developer.oculus.com/documentat ... -overview/