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[UE4] FMOD plugin from Oculus and attenuation representation in the Editor

motorsep
Rising Star
I finally got it all working (except some minor issue not related to running/deploying plugin), but I noticed that when I use Oculus Spatializer on 3D sound sources, I do not see attenuation in the Editor (wireframe sphere around sound source).

Is it a bug that is going to be fixed soon or is it something UE4 devs have to live with ? 

Thanks
1 REPLY 1

DaveDriggers
Adventurer
Awesome! Glad to hear that.

We (audio team) actually just had a conversation about the attenuation visualizer. Currently, with both FMOD and Wwise, there's no way to get that data from the plugin to the game engine. We definitely recognize that as a much needed workflow improvement, so we're reaching out to both companies to request support for it. We'll try to get it done asap but it will depend on FMOD/Wwise adding that support in a future release before we can use it.

Thanks again for the feedback!
-dave
dave driggers | audio programmer | Oculus VR