Several sub questions in there: My project is multi VR platform (Oculus, PsVR, HTC-Vive)
I would like to know the status for a real 3d audio integration, meaning without using 3rd party software (like Wwise, FMOD).
PsVR has been good to go for a while now. (But can’t talk more about this here)
So what about HTC-Vive and Oculus??
Today I wasted time trying to integrate the latest RealSpace3D audio plugin (Dec 14th)
And the thing crashes without real logs info.(Their own project files)
That implementation also require you to use special nodes and object. so It’s not platform agnosic. Not sure what happen if I use that same project on PsVR…?
I guess Oculus ASDK 1.01 will be for 4.11 (and hope) but will that work on HTC-Vive too?
Anyway, when are we going to see some real 3d audio, plug and play, invisible to regular UE4 workflow?
I know Audio is in refactor.
I am EXTREMELY handicapped in my project without proper 3D audio, and I have been for 2 years now.
The wait has been long enough…!
Hey Olivier, I haven’t heard anything official, but the Oculus Audio plugin has been integrated (without WWise and such) for a few engine versions (Just set an audio sources Spatialization to HRTF) and you’re good.
The good/bad thing is this works on the in-game camera position as the observers location.
The good being that in my testing it works both on the Vive and Rift perfectly fine (although the current implementation is limited to DirectX builds I believe so most likely no luck for PSVR).
The bad being pre 4.11 the in-game camera position isn’t the HMD position as the HMD position is added on top of the cameras-although 4.11 fixes this in the re-factoring of cameras to suit HMD’s-
this means that pre 4.11 the spatialization always seemed off unless you corrected for HMD offset (which is worse on the Vive as the camera origin is set to the player origin).
If you would like me to show my workflow for using the oculus audio plugin I’d be happy to share,
Thanks
Hello
Thank you for your reply, I have to say was sad about no official response…
As usual nearly no one give a S. about 3d audio
I looked in what you said, and did some testing.
Now I know why it was not working for me, that is so “weird” they let that bug in there!
As I am attaching things to the HMD I know how to get all that, but then… in the vive if I attach the “camera” then I shift the whole view point (so not good)
The thing I don’t know is how to move the “earing part” of the camera, if there is such a thing.
Looked for it, but… cannot find something in BluePrints.
Don’t tell me you are actually Shifting ALL the audio sources then??? that would be… nuts
So how do you do it then?
Yes I am very interested into your way to compensate for that, please share this, it’s a big deal.
I cannot wait for 4.11 as I am demoing on January 15th a new content, and without 3d audio it… sucks (I mean it make the things MUCH harder to play correctly)
Seriously though, it’s been a bit tough, I’ve been lucky enough that the demo’s I’ve made I’ve know about it’s limitations before going into them so I can architect my project in a way that works with the constraints.
I use 1 close up class for things controlled by the player (like a gun and such) where I don’t use any attenuation and set the radius to 0
And a few far away ones which are tweaked depending on what type of sound sounds good (no real science here I just mess with falloffs and radii until it sounds good)
Here’s the hacky part, I set up a few macros to handle the Vive offset pre 4.11
And this plays an audio component in a location that spatializes properly (note this doesn’t move with the component so if it is a sound that lasts a few seconds it may not work perfectly)
To handle ambient sounds in the level I created a child class of ambient sound that simply moves it’s self every tick to adjust for the player
It’s super hacky, but if you want to use it here are the files
Now on the UE4.11 front.
Good news I tested it out and all these problems are fixed with the re-factoring of the HMD camera.
Bad news the Oculus audio plugin hasn’t been updated for 4.11 and crashes everytime you play…