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An idiots guide to using the Oculus SDK with FMOD

Hi,
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.

Cheers Geoff,

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?

Thanks for the tutorial helped me out alot!

However, everything works fine in the editor but I have problems running my game after I packaged it in UE 4.7.2.

The error I am getting is this: http://imgur.com/TKfP3oR

I tried to copy the .dll files into my game folder I packaged… but no luck.

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.

Just wanted to say FMODSTUDIO is a great tool! Its an easy transition for the audio heads, because the workflow is very similair to Ableton Live / Bitwig. Thumbs up:cool:

Thanks, much appreciated! I’ll pass that along to the team.

Incredibly helpful, thanks.

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?

Definitely a great tool!! Is it possible to use the FMOD and Oculus plugin also with real time streamed audio?

Nevermind… keep calm and carry on.

Can you use their audio SDK even if you aren’t making a VR game? VR or not, everything benefits from spatialized audio. :slight_smile:

Thank you for Opamp77. Do you know if this works on Android for the GearVR?
I’m going to budget around a day to integrate this for the VR Jam. Audio isn’t getting any love in that Jam.

Edit: Yes, it works with help from FMOD Support.

Firsthand experience with this… following Opamp’s guide here and here, neither the FMOD nor Oculus plugins will package properly to the Note 4 and so the app will crash at start up because the plugins are not included in the apk. The solution is to contact FMOD support and to request a modification to the UEDeployAndroid.cs file in the UE4 source code, as described within the Deployment section of the FMOD Integration CHM Documentation in the UE4 Help menu.

Though this will allow the FMOD plugin itself to deploy to Android, the Oculus Spatializer plugin requires the libovrfmod32.so file from the Oculus Audio SDK to be manually placed in Engine\Plugins\FMODStudio\Lib\Android within the UE4 Source directory, which then gets packaged in the proper location by FMOD Studio once the source code modfications from FMOD Support are applied.

Thanks Akshara for the detailed response.

I’ll try the latest native 3D audio support in the master branch instead of FMOD.

I was able to get the Oculus Spatializer working on the GearVR with FMOD Support’s help and edited the post above to reflect this. I posted a rough outline of the process over on the Oculus forums to try and help Bino and anyone else in the Jam get it up and running as quickly as possible. If you are in the Mobile VR Jam and reading this while researching how to get the Oculus Spatializer working, the only option within UE4 at this time is to get FMOD up and running and deploying to Android successfully, which requires contacting FMOD Support. If you have a question about my process for getting it to work, reach out through a PM or post it here and I will answer if I am able.

The instructions posted here and by Akshara and Geoff of FMOD works really well :slight_smile:

May as well try asking this question here. I’ve posted it in the FMOD forums as well.

This works well for me if I drag and drop an FMOD event into the scene.

However I can’t seem to fire it from blueprints. It works in the mobile and PC simulator but not in Note4.

Is it possible to fire spatialized sounds from Blueprints?

Wanting to follow along, as I’m curious as well, yet am confused that you posted in the FMOD forums… their forums are archived read only. Where did you post this?

I posted the question where Geoff gave his answer - http://www.fmod.org/questions/question/deploying-on-android

But I now realised that’s not really an appropriate place based on the format of that site.

Re-asked: http://www.fmod.org/questions/question/unable-to-play-events-from-blueprints-in-android

Solved: http://i.imgur.com/dySXSr3.png

You have to add an FMODAudio object to the blueprint class. You cannot select an event from Play Event Attached.

I tried everything and I am not able to make this work, I always get error



LogFMOD:Warning: d:\jk\workspace\Build__1.7__UE4Libs_Win\studio_api\src\fmod_effect.cpp(189) - Missing DSP plugin 'OCULUS SPATIALIZER'
LogFMOD:Warning: d:\jk\workspace\Build__1.7__UE4Libs_Win\studio_api\src\fmod_bankmodel.cpp(232) - Creating stub DSP plugin model and continuing.