Hey, I have a pretty unique problem with the Oculus Spatializer and Wwise.
Currently we are using Wwise 2018.1.6 with OSP 1.38.0
As far as I'm aware the plugin is set up correctly. It works in wwise, It works in the unity editor and it works in windows rift builds.
When we build to quest, it does not work at all. Any audio using the OSP does not spatialize, have reflections/reverb of falloff
I have double checked that the libOculusSpatializerWwise2018.so is in the correct DSP folder for both arm64 and arm7 (does not work on either build target). I followed this guide: https://developer.oculus.com/documentation/audiosdk/latest/concepts/osp-wwise-unity-install/
and this guide:https://developer.oculus.com/documentation/audiosdk/latest/concepts/osp-wwise-overview/
D Unity : Unable to lookup library path for 'libAudioPluginOculusSpatializer', native render plugin support disabled.07-02 16:07:24.954 20666 20681
E Unity : Unable to find libAudioPluginOculusSpatializer
I have read that the "Unable to find libAudioPluginOculusSpatializer" error is a false error here, but that doesn't explain why the spatialization is not working. https://issuetracker.unity3d.com/issues/android-arm64-build-cannot-load-libaudiopluginoculusspatializer-despite-being-arm64-binary
We have tried:
mono armv7 builds (debug and release)
il2cpp armv7 builds (debug and release)
il2cpp arm64 builds (debug and relase)
with no success
Do you have any idea what i might be doing wrong and is there any info i could give you to help debug this.
Things that I am unsure of currently:
1. the only plugin i installed to my Wwise installation (following the second linked guide) is the windows 64 bit plugin. Do i need to also install an android plugin for the android banks. In my android bank plugin xml i have
<Plugin Name="AttachableMixerInput" ID="32837795" DLL="OculusSpatializerWwise"/>
<Plugin Name="Oculus Spatializer" ID="9572518" DLL="OculusSpatializerWwise"/>
which seems to match the naming convention of the windows dll and not the android .so file
2. Do i have to manually register the plugin code side? If so, why would it work in editor and in windows builds? Ive read conflicting information about this online, but it seems like the C++ wwise plugin should handle registration of the plugin
3. Are there any steps missing in those two guides? Im kinda at a loss at this point ive been debugging for about a week.
Here is a screenshot of my folder structure for reference
and here is where i installed the plugin to wwise