I’m just sitting here wondering how a project at this time and age, would not support object orientated sound systems, like Dolby atmos, or DTS:X (last which can take up to 32 speakers that you can place in any position you olike and potentioally tell the DTS:X based apmplifier where are) a dobly based reciver demands speaker in specific angles… but hey again… just wondering why you guys would’n try to include this in a object orientated game… ?
We’re only now getting the new audio mixer backend capable of doing 3rd party plugin support in a flexible way. If you know how Dolby ATMOS or DTS:X works, feel free to write a new spatializer plugin and sell it on the marketplace. All you need to do is check out the new IAudioSpatializationFactory and IAudioSpatialization interfaces. The code is open and available
We’re currently working with several 3rd party audio plugin developers like Oculus (Oculus Audio), Sony (PSVR, Audio3D), Google (Resonance Audio), Valve (Steam Audio), and others to provide object-based binaural audio. All the above plugins are currently available in UE4 using the new audio engine.
We are also planning on implementing the brand-new Microsoft SASAPI using the new spatializaton plugin interface, which should allow native ATMOS support on Windows and XboxOne. But since Microsoft themselves aren’t doing it, we’ll have to wait till we have some time internally to develop it (there’s only 2 of us audio programmers at Epic).
Can you give a more insight on this? I am currently working on a C++ audio engine that provides object-based binaural audio. How can I make EU4 to use my third party audio engine as a plugin?