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.
Thanks Geoff and Akshara! It was rather painless to integrate this plugin. It actually works quite well when used with the GearVR.
Elevation is a little hit and miss but overall I'm very impressed with the effect. I'm going to experiment with FMODStudio tomorrow. It's much more pronounced compared to Epics implementation in 4.7.8. Although that's not a fair comparison as it's still in development and not officially released
I'll endevour to release something for the jam! It's very difficult on my work laptop while travelling with long work days. But due this success I'm inspired to keep pushing it 🙂
ps: apologize if this post appears twice, my hotel's wifi uses smoke signals