Mobile SDK 1.0 is being integrated right now. It should be out within a couple of weeks. Not sure of the ETA for Audio SDK 1.0, but I would recommend using Wwise with our Audio SDK's 1.0 Wwise plugin. We'll be publishing a doc that describes how to do that within a couple of weeks as well.
"touchherman" wrote: Hi, I'm use Unreal4.10.4. Still find mobile sdk support is "LibOVRMobile_062". Did I miss something to get mobile sdk 1.0 in unreal?? Thanks.
4.11 will have Mobile SDK 1.0
4.10.4 still have whatever old SDK they had there.
Not sure about 4.11, but in 4.10 using the audio SDK with gear VR was still quite convoluted (required using the FMOD plugin) Does anybody know when they are going to fully support the audio SDK in Android?
"touchherman" wrote: I'm use Unreal4.10.4. Still find mobile sdk support is "LibOVRMobile_062". Did I miss something to get mobile sdk 1.0 in unreal??
If you are on UE 4.10, the only way to get mobile SDK 1.0 is from our Github: https://github.com/Oculus-VR/UnrealEngine. As motorsep said, 4.11 stock (which hasn't officially shipped yet) already includes it. The reason 1.0 didn't get into 4.10 is that it required non-trivial changes in the core engine code that Epic preferred not to merge post-release. This is one case where you need to rebuild from source.
"robeastham" wrote: Do folks recommend Wwise over FMOD for precise spacialised audio on 4.10?
People often use Wwise because of its workflow and flexibility, but the Oculus spatializer supports UE4's built-in audio or Wwise. To spatialize built-in audio, just enable the Oculus spatializer plugin in the editor's plugin settings.