An idiots guide to using the Oculus SDK with FMOD

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

Firsthand experience with this… following '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.