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Oculus Audio SDK 1.29 Available now (Released September 6th 2018)

imperativityimperativity Posts: 3,465 Oculus Staff
What's new in this release:


Oculus Audio Previewer for DAW for macOS 1.29.0

A set of VST and AAX plugins for previewing Oculus HRTF-based spatialization and room modeling in a digital audio workstation (DAW).
For more information, see our Audio SDK Developer Guide.

New Features

  • Decoupling of early reflections and late reverb: Early reflections have now been decoupled from late reverb. Previously, reverb could only be turned on if reflections were on. Now, you can use any possible combination of reflections and reverb. This allows for room modeling on lower-spec platforms (including Oculus Go) where much of the time spent in the modeling phase is in the early reflections. The reverb portion results in a more-or-less a fixed CPU hit, so turning that on and disabling early reflections can help to keep the CPU budget in check.

API Changes

  • There are no breaking API changes in this release.

Bug Fixes

  • Not applicable

You can download it here: https://developer.oculus.com/downloads/package/oculus-spatializer-daw-mac/


Oculus Audio Previewer for DAW for Windows 1.29.0

A set of VST and AAX plugins for previewing Oculus HRTF-based spatialization and room modeling in a digital audio workstation (DAW).

For more information, see our Audio SDK Developer Guide.

New Features

  • Decoupling of early reflections and late reverb: Early reflections have now been decoupled from late reverb. Previously, reverb could only be turned on if reflections were on. Now, you can use any possible combination of reflections and reverb. This allows for room modeling on lower-spec platforms (including Oculus Go) where much of the time spent in the modeling phase is in the early reflections. The reverb portion results in a more-or-less a fixed CPU hit, so turning that on and disabling early reflections can help to keep the CPU budget in check.

API Changes

  • There are no breaking API changes in this release.

Bug Fixes

  • Not applicable.


You can download it here: https://developer.oculus.com/downloads/package/oculus-spatializer-daw-win/



Oculus Audio Spatializer Plugin for FMOD 1.29.0

An FMOD plugin to let developers add HRTF-based spatialization and room modeling to applications.

For more information, see our Audio SDK Developer Guide.

New Features

  • Decoupling of early reflections and late reverb: Early reflections have now been decoupled from late reverb. Previously, reverb could only be turned on if reflections were on. Now, you can use any possible combination of reflections and reverb. This allows for room modeling on lower-spec platforms (including Oculus Go) where much of the time spent in the modeling phase is in the early reflections. The reverb portion results in a more-or-less a fixed CPU hit, so turning that on and disabling early reflections can help to keep the CPU budget in check.

API Changes

  • There are no breaking API changes in this release.

Bug Fixes

  • Not applicable


You can download it here: https://developer.oculus.com/downloads/package/oculus-spatializer-fmod/



OVRAudio API for Native C/C++ 1.29.0

An interface to let developers add HRTF-based spatialization and room modeling to applications.

For more information, see our Audio SDK Developer Guide.

New Features

  • Decoupling of early reflections and late reverb: Early reflections have now been decoupled from late reverb. Previously, reverb could only be turned on if reflections were on. Now, you can use any possible combination of reflections and reverb. This allows for room modeling on lower-spec platforms (including Oculus Go) where much of the time spent in the modeling phase is in the early reflections. The reverb portion results in a more-or-less a fixed CPU hit, so turning that on and disabling early reflections can help to keep the CPU budget in check.

API Changes

  • There are no breaking API changes in this release.

Bug Fixes

  • Not applicable


You can download it here: https://developer.oculus.com/downloads/package/oculus-spatializer-native/



Oculus Audio Spatializer Plugin for Unity 1.29.0

A Unity plugin to let developers add HRTF-based spatialization and room modeling to applications.

For more information, see our Audio SDK Developer Guide.

New Features

  • Decoupling of early reflections and late reverb: Early reflections have now been decoupled from late reverb. Previously, reverb could only be turned on if reflections were on. Now, you can use any possible combination of reflections and reverb. This allows for room modeling on lower-spec platforms (including Oculus Go) where much of the time spent in the modeling phase is in the early reflections. The reverb portion results in a more-or-less a fixed CPU hit, so turning that on and disabling early reflections can help to keep the CPU budget in check.

API Changes

  • There are no breaking API changes in this release.

Bug Fixes

  • Not applicable


You can download it here: https://developer.oculus.com/downloads/package/oculus-spatializer-unity/



Oculus Audio Spatializer Plugin for Wwise 1.29.0

A Wwise plugin to let developers add HRTF-based spatialization and room modeling to applications.

For more information, see our Audio SDK Developer Guide.

New Features

  • Wwise Version Support:
    • Wwise 2015 support has been DEPRECATED.
    • Wwise 2016 support remains the same.
    • Wwise 2017.2 is now supported, in addition to Wwise 2017.1 (which was previously supported). Separate builds are provided for 2017.1 and 2017.2. If you are using Wwise 2017.x, you must match it with the correct build.
    • Wwise 2018.1 support has been added.
  • Decoupling of early reflections and late reverb: Early reflections have now been decoupled from late reverb. Previously, reverb could only be turned on if reflections were on. Now, you can use any possible combination of reflections and reverb. This allows for room modeling on lower-spec platforms (including Oculus Go) where much of the time spent in the modeling phase is in the early reflections. The reverb portion results in a more-or-less a fixed CPU hit, so turning that on and disabling early reflections can help to keep the CPU budget in check.

API Changes

  • There are no breaking API changes in this release.

Bug Fixes

  • Not applicable


You can download it here: https://developer.oculus.com/downloads/package/oculus-spatializer-wwise/
Please tag me @imperativity in your forum post/response if you need immediate assistance or want additional support or context on an issue you are having with our software or integrations.

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Comments

  • motorsepmotorsep Posts: 1,263 Oculus Start Member
    @imperativity

    Is there any way we can find out why UE4 drags so behind with native integration of Oculus Audio SDK ? 1.18.0 vs 1.29.0 :(

    UE4 already has new audio engine since a quite a few versions back and I am puzzled about what's stopping Oculus from integrating current Audio SDK into UE4.
  • NeontopNeontop Posts: 129 Oculus Start Member
    I can add this:
    "Uh, Houston, we've had a problem."

  • imperativityimperativity Posts: 3,465 Oculus Staff
    @motorsep

    I would assume it is for compatibility reasons at this time.
    Please tag me @imperativity in your forum post/response if you need immediate assistance or want additional support or context on an issue you are having with our software or integrations.

    Having an issue with our platform, services, or integrations?

    Try using our new bug tool to report this and receive emailed updates as we proceed to address it internally.
  • motorsepmotorsep Posts: 1,263 Oculus Start Member
    @motorsep

    I would assume it is for compatibility reasons at this time.
    Any chance Oculus can publish a guide about updating Audio SDK in UE4 manually (unless it's a lot of work and we better wait for official update) ?

    1.18.0 vs 1.29 - it is 11 versions apart. Kinda sad it's dragging behind even in Oculus fork of UE4, basically forcing devs to use Steam Audio (or FMOD / Wwise for those who can afford it or willing to tie their hands).
  • CryChristianCryChristian Posts: 8
    NerveGear
    There's a bug with Wwise 2018. Stereo audio files that are routed through a Wwise Bus with Oculus Spatializer aren't automatically downmixed to mono properly (any more). Instead we hear a loud feedback noise. It somehow has to do with the Wwise Attenuation using high pass and low pass filters. Manually converting the stereo wav files to mono fixes it.
  • wanderhciwanderhci Posts: 1
    NerveGear
    As Wwise 2018 revamped its positioning settings, could you update the documentation and provide the correct settings for Wwise 2018? 

    It seems I cannot make it working properly; or at least, even if I do hear spatialized sound, the quality was not as good as before. I'm thinking if it's Wwwise spatializer kicked in and whether Oculus Spatializer is working at all.

    Thanks,
  • murascottimurascotti Posts: 20 Oculus Start Member
    Is there an ETA when the audio SDK from the OC5 Spatial Audio talk will be available as a native integration in UE4?
  • PeteStirlingPeteStirling Posts: 139 Oculus Staff
    No ETA right now, we're working hard on it. The full public release of the propagation system is probably at least a few months away.
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