Extract the UE4 FMOD plugin to your UE4 installation folder so that the Engine folders merge. For me that was e:\unreal\4.7\
Extract the oculus 64bit plugin ovrfmod64.dll to Engine/Binaries/ThirdParty/FMODStudio/Win64/
Create a new UE4 project and within the content folder create a folder called FMOD
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).
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.
Select File->save as… and give your Fmod project a name i.e “fmodtest”(making a note of where the project is located).
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.
Fire up FmodStudio again and re-open your saved fmod project. and create a new event by right clicking on the events tab.
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.
Thanks so much for putting this together. All went good until the very end, I’ve got a folder called ‘Desktop’ which contains 2 .bank files within the FMODStudios/Content/ dir however I can’t see anything in my content browser or if I select an object and add an FMOD competent to it, the event section has nothing in the drop down. Any advice on what I could do?
Opamp77 you’re a genius! Thanks for posting this, I got it working but I’m an idiot and don’t fully understand what It’s doing. Will I have to run each sound effect in my project through FMODStudio in this matter if I want them to be 3d? Is there an easy way to make the sound “events” loop once in unreal? Thanks in advance!
once your fmodStudio project is setup it should be just a case of adding additional events to that project and rebuilding it.
To loop a sound right click on the audio file in the timeline and ‘add loop’
I’ve just finished modding the FMod plugin to be able to do this and am trying to compile it. but I am having a bit of an issue with the compiled version saying that it needs to be recompiled when placed in 4.7.2 vannilla. If anyones got any experience with compiling a distributing plugins I could do with some help.
I’m the lead developer on the FMOD Studio plugin for UE4. I love the work you’ve done here!
Exposing the OSP functions into Blueprint and the Settings dialog is a great idea. In terms of the actual code changes, I’m inclined to add support for it via a separate module instead. That would make it easy to strip out for those users who don’t want to use it, or for platforms which currently don’t support it at all at the moment. I think we could probably get this added as an official part of the FMODStudio plugin for the next release.
Your right a seperate module would have been better but as the UE4 plugin system is a bit of a blackbox to me I just extended functionality
within your current module.
It would be great if you could create a seperate module for the next release.
BTW Is there any chance of you guys including 32bit binary’s with the next release?
I just had another look at our latest release, and it has FMOD 32bit dlls, the compiled plugin for Win32 Shipping, but is missing the Binaries/ThirdParty/FMODStudio/Win32 files. They are actually just a copy from Plugins/FMODStudio/Lib/Win32/*.dll but I will update our build script for next release.
I’ve gotten everything to work except one thing–it appears that spatialization and volume work fine when moving around a level with the mouse and WASD keys. However, with positional tracking, I can’t seem to get the audio to follow the position of the headset. For example, I would expect the audio to get louder as I approach it physically (due to positional tracking from the camera), but the volume remains the same (whether I move forwards or backwards). The audio only changes volume when I move towards it or away from it using the WASD keys. Any advice?