This project is starting, platform-wise, on Windows/Steam, and may end up on PS4 down the road.
1st person game and has a lot to do with scale and being inside or outside objects like, for example, a tree.
The potential flexibility of Steam Audio seems to meet our needs, but I have to get the Occlusion to work properly, despite going step by step with this:
https://github.com/ValveSoftware/steam-audio/releases/download/v2.0-beta.10/steamaudio_unreal_manual_2.0-beta.10.pdf
Due to the extra layers of authoring, so far the inability to perceive an increase in quality, and a potentially heavy CPU hit if we end up doing Real Time processing, we may end up back with stock UE4. The obstruction/occlusion and potential for IR based reverbs are the alluring part. If UE4 had an easy way to do Portals (a la Wwise) we’d probably just stick with stock… but ultimately, it comes down to whatever fits within tech limitations, sounds best and has the easiest workflow.
Do you know if there is other documentation for Oculus specifically for UE4?
https://developer.oculus.com/documentation/audiosdk/latest/concepts/book-audio-intro/
Most of the stuff I am finding is saying “use FMOD or Wwise,” -which is not terribly helpful- and doesn’t have walk-throughs like Steam Audio and Google Resonance do.
Thanks for your reply/thoughts, Dan. Much appreciated!
Oh, and very much looking forward to those demo maps! Will they appear as a sticky here on this forum?
-Sam