The site has a new content architecture. We've added the ability to select your development device to show device-specific content. Please read our blog post Oculus Developer Center Update: Device-centric Documentation Architecture for more information.
All Oculus Quest developers MUST PASS the concept review prior to gaining publishing access to the Quest Store and additional resources. Submit a concept document for review as early in your Quest application development cycle as possible. For additional information and context, please see Submitting Your App to the Oculus Quest Store.
This guide describes guidelines and resources for creating a compelling VR audio experience in Unity.
If you’re unfamiliar with Unity’s audio handling, we recommend starting with the Unity Audio guide.
Audio is crucial for creating a persuasive VR experience. Because of the key role that audio cues play in our sense of being present in an actual, physical space, any effort that development teams devote to getting it should be worth the effort, as it will contribute to the user’s sense of immersion.
Oculus provides free, easy-to-use spatializer plugins for engines and middleware including Unity, Unreal and native development. Our spatialization features support both Rift and Android development.
Our ability to localize audio sources in three-dimensional space is a fundamental part of how we experience sound. Spatialization is the process of modifying sounds to make them localizable, so they seem to originate from distinct locations relative to the listener. It is a key part of creating presence in virtual reality games and applications.
Oculus provides the following audio features:
For more about these audio features, see the Learn section.
See the following documents for Oculus integrations with popular development tools.
Audio input and output automatically use the Rift microphone and headphones unless configured to use the Windows default audio device by the user in the Oculus app. Events OVRManager.AudioOutChanged and AudioInChanged occur when audio devices change, making audio playback impossible without a restart.
Sound design and mixing is an art form, and VR is a new medium in which it is expressed. Whether you’re an aspiring sound designer or a veteran, VR provides many new challenges and inverts some of the common beliefs we’ve come to rely upon when creating music and sound cues for games and traditional media.
Watch Brian Hook’s Introduction to VR Audio from Oculus Connect 2014. https://www.youtube.com/watch?v=kBBuuvEP5Z4
Watch Tom Smurdon and Brian Hook’s talk at GDC 2015 about VR Audio: https://www.youtube.com/watch?v=2RDV6D7jDVs
Learn more about audio propagation simulation in the Facebook Reality Labs blog post
Read the Introduction to VR Audio white paper for key ideas and how to address them in VR, or see any of the additional topics:
|Oculus Audio Features||A more in-depth description of some Oculus audio features.|
|Localization and the Human Auditory System||Describes how humans localize sound.|
|3D Audio Spatialization||Describes spatialization and head-related transfer functions.|
|Listening Devices||Describes different listening devices and their advantages and disadvantages.|
|Environmental Modeling||Describes environmental modeling including reverberation and reflections.|
|Sound Design for Spatialization||Now that we’ve established how humans place sounds in the world and, more importantly, how we can fool people into thinking that a sound is coming from a particular point in space, we need to examine how we must change our approach to sound design to support spatialization.|
|Mixing Scenes for Virtual Reality||As with sound design, mixing a scene for VR is an art as well as a science, and the following recommendations may include caveats.|
|VR Audio Glossary||Definitions of technical terms VR audio terms.|
If you’re interested in learning more about Oculus VR audio or just want to chat with other audio-minded developers, drop by the Audio Developer Forums.