HRTF (Oculus Audio Plugin) Status

Hi,

After a few problems with HRTF which caused engine crashes (4.8.1), I started to look for something on this topic.
And I found this thread on the forum oculus https://forums.oculus.com/viewtopic.php?t=24572
There you can read that:

" aaronmcleran » Wed Jun 24, 2015 9:26 pm
…Brian just pinged me about your issue and I figured I’d respond here… I made an account here just for you! In the future, please feel free to post UE4-related questions onto the UE4 forums. :smiley:
So yeah, unfortunately, the Oculus Audio SDK implementation in UE4 was done as more experimental, quick-and-dirty feature to support our GDC VR Demos. …"

My question is what is the current status of this plug-in (UE 4.9.2), if it can be treated as a fully operational or still as experimental version?

I believe I hear that the oculus audio plugin will not be fully operation until after Epic is done with their sound engine overhaul

No ETA on that I presume?

That is not good news. :frowning:

People on the Valve SteamVR forums said they have had good luck with UE4 + WWise + Oculus Audio SDK

I know that it works with Wwise, but it would be nice if it worked with Unreal Engine without additional audio engine.
If Epic wants to support the VR, it is best in its entirety without skipping such important parts like sound.

The sound engine for UE4 is being completely re-written from the ground up. The rewrite will also include a new system for handling sound in VR.

Any ETA on this?

You knew this was going to be the next question right? :slight_smile:

Lol I did and I unfortunately do not have an ETA on this. All I know is that it is being worked on and that it is a massive overhaul / rewrite of the system so I am sure it is going to be well worth the wait.

Hi Sam,

Can you say already if it will include android GearVR support from the beginning as well (keeping in mind it should not cost too much performance on the GearVR)?

I asked because sound and especially syncing music with gameplay is an important aspect of the game I’m working on. I’d like to know if fighting with the current audio engine is worth it. If it’s still several months away then I guess I’ll have to deal with what’s there but if we’re talking about weeks then I’ll push back audio stuff and work on the rest meanwhile…

So if you ever have a *rough *idea, please share! :slight_smile:

It would be good to know some approximate date.
If this is to take about three or more months, in that case we have to consider purchasing an external audio engine that supports better sound environment in VR.

I couldn’t get positional audio to work… got the attenuation and falloff working, but as far as positional, nada, zilch, nothing :frowning:

Is the cue using a mono soundwave? Only mono assets will work for positional.

yes. I took the stereo track and made it a mono track with Audition.

Derp, I converted the track to a mono track, but… I think I may have exported that mono track as a stereo track >< It’s working on my “other” project.