Announcement

Collapse
No announcement yet.

UE 4.19 and native audio spatialization ?

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

    [GEAR VR] UE 4.19 and native audio spatialization ?

    It's been a while since I asked this (last time I asked this it was 4.16), but does UE 4.19 natively support audio spatialization (and reverb/reflections) on Android for Samsung Gear VR / Oculus Go ? (not through Steam Audio, but without any plugins)

    How do I set it up on the level ?

    Thanks beforehand
    Last edited by motorsep; 02-23-2018, 11:06 AM.

    #2
    Yes it now works You just need to activate the new audio engine for Android.

    To do so (from: https://forums.unrealengine.com/deve...ck-start-guide ):



    Setting Up Android via the AndroidEngine.ini file:
    1. In your engine folder, you will want to edit the AndroidEngine.ini file located here:
      \Engine\Config\Android\AndroidEngine.ini
      Or your project folder, here:
      \Config\Android\AndroidEngine.ini
      (If you don’t have one, you can create one)
    2. Enter the following:
      Code:

      [Audio] AudioDeviceModuleName=AudioMixerAndroid
    It works pretty much out of the box then since 4.18

    One modification I required (and others as well): make sure all your volumes for each sound do not go over 1.0
    Headgear - VR/AR solutions

    Comment


      #3
      Is there anything Android specific that needs to be done to get this working? Any known limitations?
      I gave it a go, and all runs great on the PC, however it seems that reverb doesn't have any effect when running the app on the phone/Gear VR.
      Using 4.18, that is...

      Comment

      Working...
      X