The Facebook 360 audio team handle both the audio post-production and
playback for ambisonics in Oculus Video. They have some great resources
listed below and their own official support group which is the best
place to ask questions anything about am...
Hi Will,So I just created a fresh project from scratch. I used Wwise Hub
to integrate Wwise 2019.1.1 into my Unity 2018.2.1f1 project.I
downloaded the 1.38 Spatializer package from the download page, put the
64-bit plugin in my Wwise installation and...
Hi Will,I just tested this and found that using the default file name
for our Android plugin doesn't work with Unity+Wwise. Can you try
renaming libOculusSpatializerWwise2018.so to libOculusSpatailizer.so,
and let me know if that works?If you can con...
Hi Arcady, sorry for the delay I didn't see you post. I moved the thread
to the Audio SDK discussion subforum. There is a known issue with the
occlusion being quite abrupt, we're working on improvements to the
occlusion currently. You're also right t...
If you're listening in the editor you need to make sure to move the
event away from the listener using the 3D preview window in the Event
Editor screen. If the listener and sound are at the same position then
the near-field kicks in and overrides the...
Hi James,I haven't seen that warning but I found it by searching through
the code. It looks like that will only happen if you're using the old
XAudio based audio system. If possible I recommend using the new UE4
AudioMixer, it has more features and b...