Opamp77
(Opamp77)
January 20, 2016, 11:14am
37
Hey . I tried to follow your guide but with the changes to the plugin/fmod it does not seem to work anymore. Anyone try this with the current Audio SDK and current version of Fmod?
When I drop my events into the level they do not play Audio. I can right click on the event in the UE4 editor and click play and hear the audio. Is there something I need to ensure to get it to play right away?
Little differences I notice now:
The Oculus FMOD plugin looks different with different knobs.
I have two FMOD plugin in UE4 editor. FMOD Studio and FMOD Oculus plugin. I have tried enabling and disabling them.
I test in the editor, VR Preview and from a compiled EXE.
I have’nt tried using FMOD since I wrote this guide TBH. But i’d imagine the reason there are two plugins is because Geoff @ FMOD did what he suggested and seperated out the standard FMOD plugin and my additional blueprint nodes into two seperate modules.
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.
As far as your other issues are concerned I really cant remeber how the audio events works.
This video series might shed some light on that. https://youtube.com/watch?v=K64sGI9cKEg