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Oculus Audio SDK 1.0.2 Released

cyberealitycybereality Posts: 26,156 Oculus Staff
edited March 2016 in Audio SDK Development
A new version of the Audio SDK went our last week. Please check it out if you haven't already.

https://developer.oculus.com/downloads/ ... K_Plugins/
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  • ryan99ryan99 Posts: 27
    Brain Burst
    Will this SDK automatically support the integrated audio drivers on the CV1?

    Or should we plan to have to update our projects after the commercial release?

    Particularly in regards to Unity projects.
  • petergiokarispetergiokaris Posts: 170 Oculus Staff
    Hi Ryan,

    The Oculus Audio SDK is agnostic to the integrated CV1 audio drivers. Our SDK works on the principle that for each supported audio engine (Unity, Wwise and FMod) the camera orientation drives the listener orientation which in turn allows for the spatialization to take effect.

    The integrated audio driver was written specifically to give the lowest possible latency to the Rift headphones. It will only improve over time, but will not have any breaking dependencies to our plug-in suite (and vice-versa).

    Hope this info helps!
    Peter Giokaris
    Senior Software Engineer
  • STWSTW Posts: 36
    Brain Burst
    Hi cyber or peter,

    I'm working in Unreal Engine (always staying up to date on software) and I went through a hell of a time figuring out exactly what I needed to do to get 3d positional audio going in the engine.

    After much research, I downloaded Wwise and installed the Unreal integration with Wwise through github. Afterwards, learned to use Wwise and the Wwise > Unreal pipeline. Followed instructions on the Oculus audio documentation page, and found what was either partial or incomplete information.

    What resulted were audio sources that when placed in Unreal, would really only give me horizontal (panning) audio spatialization. And it wasn't smooth. If facing directly one way, I would get 100% sound in one ear, and 0% in the other. Furthermore, it wasn't localized vertically in space. I didn't get any of the benefits of 'spatialized audio' that i've read up on or seen in your lectures.

    My question is, is there, or do you plan on developing complete documentation on how to implement the audio sdk with Unreal, and/or work with Unreal so that it natively supports the audio sdk in future updates?

    Can you pls point me in the right direction? thanks,
  • ryan99ryan99 Posts: 27
    Brain Burst
    Super, Thanks Peter!
  • motorsepmotorsep Posts: 1,468 Oculus Start Member
    I am also interested to know when UE4 gets its proper support for Oculus Audio SDK :/
  • Hi Oculus Team,

    I have just downloaded the Audio SDK 1.0.2, and am having issues getting the VST to register on my DAW (Logic X, Ableton 9) and middleware ( Wwise )

    running OS X Yosemite, Macbook Pro Retina 15-inch, mid 14, 2.2GHz Intel i7.
    16GB 1600 MHz DDR3.

    I am a Creative Music Tech final year degree student that specialises in production for TV, FILM and Games, just started looking into experiments with Oculus VR sound design and dynamic audio implementation.

    Please advise!
  • petergiokarispetergiokaris Posts: 170 Oculus Staff
    Hello IsolateUK,

    I wanted to know how you are using the Wwise plugin. You are referencing OSX as your OS, but our Wwise plug-in is Windows only. Are the issues you are seeing with Windows?

    As for the issues you are seeing with the VST not registering the DAW programs (which I am assuming to be on OSX), we will take a look to see what we find when running them.

    Peter Giokaris
    Senior Software Engineer
  • motorsepmotorsep Posts: 1,468 Oculus Start Member
    Can Oculus make sure spatialized audio works in UE4 with Gear VR when new audio system is in place in UE4 4.1x, please ? (it would be nice to have it working now, but I understand it would be a wasted effort)
  • petergiokarispetergiokaris Posts: 170 Oculus Staff
    We will push for having Oculus spatializer in UE4 4.1x Gear VR builds.
    Peter Giokaris
    Senior Software Engineer
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