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UE4 Spatialized audio advice

Bino
Protege
Hi,

For the GearVR Jam I'm going to tackle spatialized audio. https://forums.oculus.com/viewtopic.php?f=77&t=22395 . Probably a mistake as it'll be hard to stand out but the field needs more love and attention.

My design tenets are primarily taken from Brian Hook's Audio talk.

I'm using UE4 latest bleeding edge release that has Oculus's audio SDK integrated. (Probably another mistake for other reasons) I'm after any tips and advice for actually using HRTF in UE4. Trying my luck here as I'm not getting much attention on the UE4 forums. Totally understand if no one can help as this isn't a UE4 support desk.

Laterally it's excellent. But front back and elevated spatialized audio doesn't really stand out. The twitch streams mentioned that it worked really well but I'm not feeling it.

I've started with the obvious, mono sounds with high frequencies. No low rumbles. And I'm using headphones.

Anyway any advice to make UE4's spatialized audio stand out would be very much appreciated. Below are the only options I see that I can tweak.

http://i.imgur.com/AJAoye2.png
CRT-X (Hotline Miami inspired VR shooter) https://forums.oculusvr.com/community/discussion/80394/dr-lucky-duck/p1?new=1 https://twitter.com/superteamone https://www.instagram.com/superteamone/
23 REPLIES 23

Anonymous
Not applicable
Elevation is pretty user sensitive, but rotating around your head you don't hear much front/back? Usually that's more reliable for people.

Bino
Protege
but rotating around your head you don't hear much front/back?


Rotating around I can perceived the effect very well.

However if I'm standing still and activate a sound (no elevation) either in the front or back it's not particularly obvious.
CRT-X (Hotline Miami inspired VR shooter) https://forums.oculusvr.com/community/discussion/80394/dr-lucky-duck/p1?new=1 https://twitter.com/superteamone https://www.instagram.com/superteamone/

Anonymous
Not applicable
Can you clarify -- are you doing this on GearVR or PC?

opamp
Protege
It might be worth reading up on UE4's audio system.
I noticed youve got the attenuation curve set to linear. Maybe try a logarithmic or natural curve.

https://docs.unrealengine.com/latest/INT/Engine/Audio/DistanceModelAttenuation/index.html
DK2. Phenom 2 x4 4.2GHz,Asrock Extreme 3 970,8GB DDR3 1600, R9 270x 1180/1400.

Bino
Protege
Can you clarify -- are you doing this on GearVR or PC?


I Apologize for not being 100% articulate. I'm bouncing around airports at the moment. I am doing this for the GearVR.

However, the bleeding edge version of UE4 doesn't seem to work on the GearVR. Rendering, touch pad and audio seem broken. So I've only been testing in the emulator in the editor (mobile simulator and the normal PC window).

I have a 13 hour flight coming up where I hope I can get UE4 working on the GearVR. (although I'm somewhat mentally fatigued...)

I will come back and describe how I perceive spatialized audio on the GearVR once I get it up and running.

I noticed youve got the attenuation curve set to linear. Maybe try a logarithmic or natural curve.
https://docs.unrealengine.com/latest/IN ... index.html


Thank you I'll experiment with this.
CRT-X (Hotline Miami inspired VR shooter) https://forums.oculusvr.com/community/discussion/80394/dr-lucky-duck/p1?new=1 https://twitter.com/superteamone https://www.instagram.com/superteamone/

Anonymous
Not applicable
Okay, no problem. However our integration on UE4 only works with Windows and XAudio2, if you see UI that claims otherwise it's likely a bug.

Bino
Protege
However our integration on UE4 only works with Windows and XAudio2


Ohh, this changes a lot for my GearVR Jam entry. Is it technically possible to be integrated for the GearVR? If so what is required?

Just to clarify, you guys did the Oculus Audio SDK integration for UE4 4.8 (unreleased, non QA`ed version)?

Due to overseas work \ travel my time budget is hamstrung but I'm happy to try.

Although if you think it'd be a huge time sink let me know 🙂
CRT-X (Hotline Miami inspired VR shooter) https://forums.oculusvr.com/community/discussion/80394/dr-lucky-duck/p1?new=1 https://twitter.com/superteamone https://www.instagram.com/superteamone/

Anonymous
Not applicable
AFAIK there is no Oculus Audio support for GVR. Epic has been handling that so I'd defer to them on this.

Akshara
Honored Guest
"Bino" wrote:
Ohh, this changes a lot for my GearVR Jam entry. Is it technically possible to be integrated for the GearVR? If so what is required?

Hey Bino. I'm still working on getting it going with FMOD and am really close. I chose to bow out of the Mobile VR Jam, yet am still moving forward with this and if it deploys to the GearVR tonight, would be happy to share how with you. I'll keep you posted, okay?