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Oculus Audio Propagation for Oculus Quest

JamesKelly95JamesKelly95 Posts: 1
edited June 2019 in Unreal Development

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?


  • virtualHCGvirtualHCG Posts: 48
    Brain Burst
    edited June 2019
    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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