As the title suggests and idiots guide written by me, A fully certified idiot.
1) download the audio sdk from https://developer.oculus.com/downloads/#sdk=audio
2) download the UE4 FMOD Plugin version 1.05.13 http://www.fmod.org/download/fmodstu...4.7windows.zip
Edit* or this custom one https://drive.google.com/file/d/0Bzg...ew?usp=sharing
Which has additional settings and blueprints for the Oculus audio SDK.
3) Download FmodStudio version 1.05.12 (important as banks created with 1.05.13 were crashing my system for some reason) http://www.fmod.org/download/fmodstu...-installer.exe
4) Install FmodStudio.
5) Extract the UE4 FMOD plugin to your UE4 installation folder so that the Engine folders merge. For me that was e:\unreal\4.7\
6) Extract the oculus 64bit plugin ovrfmod64.dll to Engine/Binaries/ThirdParty/FMODStudio/Win64/
7) Create a new UE4 project and within the content folder create a folder called FMOD
8) Within UE4 goto Edit->Project Settings->Plugins->FmodStudio. Under Basic change output format to Stereo. And under Advanced click the plus sign next to Plugin File and enter ovrfmod within the text field. (its important to enter exactly that without the "64.dll" as fmod will crash the editor when you PIE if it cannot find the file. The Fmod plugin adds "64.dll" internally).
9) Now fire up FmodStudio. Go to Edit->preferences and under the format tab change output to Stereo. And under the Build tab change the directory to point to your Content/FMOD directory.
10) Select File->save as.. and give your Fmod project a name i.e "fmodtest"(making a note of where the project is located).
11) Close FmodStudio and navigate to where your Fmod project was saved within that directoy(which contains your fmodtest.fspro file) create a folder called Plugins and within the plugins folder extract ovrfmod32.dll from the audio sdk zip file.
12) Fire up FmodStudio again and re-open your saved fmod project. and create a new event by right clicking on the events tab.

13) Give the new event a name and then select the new event. Select the master track and delete the 3d-panner by right clicking on it.

14) Add the Oculus Spatializer by right clicking on the same area.

15) Right click on the VU meter to the left and change the input to Mono.

16) right click on the Plus tab next to the timeline and add a default distance parameter.

17) Right click on the master volume knob and add automation.

18) Create a attenuation graph by left clicking once on the left and again on the right.

19) Select File->Import Audio File... to import the sound you wish to use. After the file has been loaded into the audio bin drag the file onto your audio track.
In this case 'Audio 1'.

20) Right click on the event in the events tab and assign to the master bank.

21) Save your fmod project and finally build with File->Build.
If all has gone well there should be a new folder within your UE4 content folder. content/FMOD/Desktop/ which contains your banks.
Fire up your UE4 project and within the content browser under FMOD/Events you should see your FMOD audio event.
Drag the event into your scene and test it out with VR-preview.
22) Look forward to the day when this is integrated directly into UE4. :-)
1) download the audio sdk from https://developer.oculus.com/downloads/#sdk=audio
2) download the UE4 FMOD Plugin version 1.05.13 http://www.fmod.org/download/fmodstu...4.7windows.zip
Edit* or this custom one https://drive.google.com/file/d/0Bzg...ew?usp=sharing
Which has additional settings and blueprints for the Oculus audio SDK.
3) Download FmodStudio version 1.05.12 (important as banks created with 1.05.13 were crashing my system for some reason) http://www.fmod.org/download/fmodstu...-installer.exe
4) Install FmodStudio.
5) Extract the UE4 FMOD plugin to your UE4 installation folder so that the Engine folders merge. For me that was e:\unreal\4.7\
6) Extract the oculus 64bit plugin ovrfmod64.dll to Engine/Binaries/ThirdParty/FMODStudio/Win64/
7) Create a new UE4 project and within the content folder create a folder called FMOD
8) Within UE4 goto Edit->Project Settings->Plugins->FmodStudio. Under Basic change output format to Stereo. And under Advanced click the plus sign next to Plugin File and enter ovrfmod within the text field. (its important to enter exactly that without the "64.dll" as fmod will crash the editor when you PIE if it cannot find the file. The Fmod plugin adds "64.dll" internally).
9) Now fire up FmodStudio. Go to Edit->preferences and under the format tab change output to Stereo. And under the Build tab change the directory to point to your Content/FMOD directory.
10) Select File->save as.. and give your Fmod project a name i.e "fmodtest"(making a note of where the project is located).
11) Close FmodStudio and navigate to where your Fmod project was saved within that directoy(which contains your fmodtest.fspro file) create a folder called Plugins and within the plugins folder extract ovrfmod32.dll from the audio sdk zip file.
12) Fire up FmodStudio again and re-open your saved fmod project. and create a new event by right clicking on the events tab.
13) Give the new event a name and then select the new event. Select the master track and delete the 3d-panner by right clicking on it.
14) Add the Oculus Spatializer by right clicking on the same area.
15) Right click on the VU meter to the left and change the input to Mono.
16) right click on the Plus tab next to the timeline and add a default distance parameter.
17) Right click on the master volume knob and add automation.
18) Create a attenuation graph by left clicking once on the left and again on the right.
19) Select File->Import Audio File... to import the sound you wish to use. After the file has been loaded into the audio bin drag the file onto your audio track.
In this case 'Audio 1'.
20) Right click on the event in the events tab and assign to the master bank.
21) Save your fmod project and finally build with File->Build.
If all has gone well there should be a new folder within your UE4 content folder. content/FMOD/Desktop/ which contains your banks.
Fire up your UE4 project and within the content browser under FMOD/Events you should see your FMOD audio event.
Drag the event into your scene and test it out with VR-preview.
22) Look forward to the day when this is integrated directly into UE4. :-)
Comment