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Inspiring
November 21, 2015

Mobile and Audio SDK 1.0.0 in UE4

Oculus guys, do you know by chance when UE4 will get both SDKs ver. 1.0.0 integrated officially ?
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    13 replies

    Inspiring
    November 21, 2015
    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.
    motorsepAuthor
    Inspiring
    November 21, 2015
    Cool stuff! Thanks.
    Up and Coming
    January 5, 2016
    Will that be incoming on the Oculus UE4 fork or official Epic master branch?

    Also, related to another question I'm looking for answers on - https://forums.oculus.com/viewtopic.php?f=76&t=27928#p311725.

    Do folks recommend Wwise over FMOD for precise spacialised audio on 4.10? Also will either 3rd party solution work for Gear VR in addition to Rift?

    I guess the rewrite of the audio subsystem for UE4 will eventually make this moot, but suspect I'll need one of the above in the meantime.

    Ta!
    My Gear VR app got through to the Oculus Mobile Jam 2015 finals. Hurray! http://www.clearview.net
    New Participant
    March 3, 2016
    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.
    motorsepAuthor
    Inspiring
    March 3, 2016
    "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.
    Up and Coming
    March 8, 2016
    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?
    New Participant
    March 9, 2016
    "motorsep" wrote:

    4.11 will have Mobile SDK 1.0

    4.10.4 still have whatever old SDK they had there.


    Thank you. Solved!
    Inspiring
    March 11, 2016
    "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.
    motorsepAuthor
    Inspiring
    March 11, 2016
    "vrdaveb" wrote:
    To spatialize built-in audio, just enable the Oculus spatializer plugin in the editor's plugin settings.


    Wait, this is getting confusing. So spatialized audio is possible in UE4 after all ? (at the same capacity as it is in Unity with Audio SDK 1.0.2)

    And all the goodies, such as reflections and stuff too ?
    Inspiring
    March 11, 2016
    UE4 native audio uses Oculus audio SDK 1.0.0. It only uses the HRTF effect and does not allow custom room parameters.