UE4 Audio system rewrite status ?

That was a statement of agreement. Non-sarcastically. And I was extending the sentiment further. Our Android audio (with or without Gear VR) doesn’t have even basic 3d audio (i.e. normal 3d panning) let alone HRTF. It also doesn’t have pitch shifting! I should point out that the reason isn’t our implementation’s fault, it’s that the library we’re using, OpenSLES, fundamentally doesn’t support it in the profile (phone) we’re building Android for.

From: https://www.khronos.org/registry/sles/specs/OpenSL_ES_Specification_1.0.1.pdf

The reason we build for Phone profile is a decision outside of my domain, but I believe it’s to maximize compatibility for UE4 for android devices. Most domains relevant to UE4 on Android are handled outside of low-level Android API restrictions in UE4. Audio is one of the exceptions (which the audio mixer will fix).

I appreciate the link to oculus’ gear vr API :stuck_out_tongue: Although I don’t develop on android personally much, I do know about it.