Oculus Audio Propagation for Oculus Quest — Oculus
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Oculus Audio Propagation for Oculus Quest

JamesKelly95JamesKelly95 Posts: 1
NerveGear
edited June 13 in Unreal Development
Hi,

I've been experimenting with audio solutions for the Oculus Quest and it seems Oculus Audio is the only one that will supposedly work, however I have not been able to get it to deploy properly.

I have a basic scene with a single source and in Standalone preview (PIE exits with a crash) I get correct audio with reverb and propogation. However when I deploy to the quest, even with the correct AndroidEngine.ini settings, these features do not work. In fact the audio gets somewhat corrupted too as it plays at a higher pitch than it should.

Is there something I'm missing or is the full SDK unavailable for the Quest?

Comments

  • hcentenohcenteno Posts: 13
    NerveGear
    edited June 14
    I've been also experiencing the PIE crash. I got the Oculus Audio SDK to work on the Quest by commenting out the lines in the Tick function that caused the crash. Sound seemed OK on the Quest but I was only testing sound localization and not the propagation. Coincidentally those lines I commented out are the ones that trigger the raycasting to recalculate propagation in realtime. I filed a bug report but haven't heard back.
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