Skip to main content
Up and Coming
March 5, 2015

Fmod Plugin and Oculus Audio SDK

Has anybody managed to get this working yet?

I have the oculus plugin working within FmodStudio and the standard fmod plugin with standard events works fine within unreal.
But the UE4 Fmod plugin cant seem to find the ovrfmod dll.
I keep getting
"LogFMOD:Warning: c:\jk\workspace\Build__1.5__UE4Libs_Win\studio_api\src\fmod_effect.cpp(147) - Error. Missing DSP plugin 'OCULUS SPATIALIZER'"

Ive placed both the 32 and 64bit dll's in multiple location(project directory, engine binary directory,thirdparty/fmod ect..) and have tried adding it to the plugins file list within Project settings->Plugins->FMOD. but still no joy.

Edit*
If anybody wants to play around with this and Fmod I posted a dummys guide over at the unreal forum https://forums.unrealengine.com/showthread.php?61257-An-idiots-guide-to-using-the-Oculus-SDK-with-FMOD
    This topic has been closed for replies.

    10 replies

    March 5, 2015
    Our FMOD plugin hasn't been tested in UE4 (but we use the Wwise plugin heavily), however our FMOD plugin HAS been used elsewhere with great success. I'll see what I can find out.
    opampAuthor
    Up and Coming
    March 5, 2015
    "BrianHook" wrote:
    Our FMOD plugin hasn't been tested in UE4 (but we use the Wwise plugin heavily), however our FMOD plugin HAS been used elsewhere with great success. I'll see what I can find out.


    Thanks Brian.
    DK2. Phenom 2 x4 4.2GHz,Asrock Extreme 3 970,8GB DDR3 1600, R9 270x 1180/1400.
    opampAuthor
    Up and Coming
    March 5, 2015
    In the meantime I found this in regards to FMOD.

    The plugin files should sit alongside the fmod dynamic librarys in the thirdparty directory


    and this in the FMOD plugin source.

    // Don't bother loading plugins during editor, only during PIE or in game
    if (Type == EFMODSystemContext::Runtime)
    {
    for (FString PluginName : Settings.PluginFiles)
    {
    FString PluginPath = GetDllRootPath() + PluginName + GetDllExtension();
    UE_LOG(LogFMOD, Log, TEXT("Loading plugin '%s'"), *PluginPath);
    unsigned int Handle = 0;
    verifyfmod(lowLevelSystem->loadPlugin(TCHAR_TO_UTF8(*PluginPath), &Handle, 0));
    }


    So it looks like the fmod plugin just requires the the name of the additional plugin without a path or file extnsion.
    So im assuming "ovrfmod64".

    Im currently updating to 4.7.2 and will give this a go when its done.
    DK2. Phenom 2 x4 4.2GHz,Asrock Extreme 3 970,8GB DDR3 1600, R9 270x 1180/1400.
    Inspiring
    March 5, 2015
    So it looks like the fmod plugin just requires the the name of the additional plugin without a path or file extnsion.
    So im assuming "ovrfmod64".


    Yes that is correct, if you tell fmod plugin to load ovrfmod64 it should all work.
    opampAuthor
    Up and Coming
    March 5, 2015
    I've finally got this working with 4.7.2.

    ovrfmod64.dll placed in Engine/Binaries/ThirdParty/FMODStudio/Win64/

    and under Project settings->Plugins->FmodStudio/Advance/Plugin Files add "ovrfmod".
    As it appears GetDllExtension(); returns "64.dll".
    (an incorrect entry or if the dll is not present will crash the engine).

    The only other issue I had is that FmodStudio 1.05.13 doesnt seem to play nice with fmod plugin 1.05.13 on UE4 4.7.2
    as any banks created with it crashes UE4 but banks created with FModStudio 1.05.12 seem to work.
    DK2. Phenom 2 x4 4.2GHz,Asrock Extreme 3 970,8GB DDR3 1600, R9 270x 1180/1400.
    March 5, 2015
    Glad to hear you got it sorted! Please let us know how it works for you by posting in the audio forum when you have a chance. Thanks!
    Up and Coming
    March 5, 2015
    Is it possible to set up room size and enable reflections etc. via the Blueprint graph with FMOD?
    Developer of Dimensional , The Relentless , Breath Tech , Jigsaw 360 View my dev blog at JumbliVR.com
    Inspiring
    March 6, 2015
    Is it possible to set up room size and enable reflections etc. via the Blueprint graph with FMOD?

    Unfortunately there is no way to do this with blueprint currently. You would have to link to ovrfmod64.lib and interact with the DLL directly using the API in OculusFMODSpatializerSettings.h.
    Up and Coming
    March 7, 2015
    How do you build the project with plugins?

    Currently getting errors stating that the plugin could not be found. This also happens with the Allegotithmic stuff as well. Ehen game is launched, I get the errors, snd the window remains black, unresponsive. Have to end the process to close it.
    Current WIPs using Unreal Engine 4: Agrona - Tales of an Era : Medieval Fantasy MORPG
    opampAuthor
    Up and Coming
    March 7, 2015
    "saviornt" wrote:
    How do you build the project with plugins?

    Currently getting errors stating that the plugin could not be found. This also happens with the Allegotithmic stuff as well. Ehen game is launched, I get the errors, snd the window remains black, unresponsive. Have to end the process to close it.


    https://forums.oculus.com/viewtopic.php?f=60&t=21101
    DK2. Phenom 2 x4 4.2GHz,Asrock Extreme 3 970,8GB DDR3 1600, R9 270x 1180/1400.