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Audio is critical for creating a persuasive VR experience and can contribute strongly to the user’s sense of immersion. You can use the Oculus audio spatialization tools in Unreal to create the best audio experiences for your VR apps.
You can use the Oculus audio plugin in Unreal Engine by following the steps in the next few sections.
Before you enable the Oculus audio plugin, make sure you have explicitly enabled the Audio Mixer for Unreal. For more information, see the Unreal Engine quickstart guide.
First enable the Oculus plugin for your project:
Select the plugin: Go to project settings and choose Edit > Project Settings, under Platforms > Windows, scroll to the Audio section at the bottom of the page. Then select Oculus Audio for both the Spatialization Plugin and Reverb Plugin. You can leave the other settings as-is.
The following image shows an example.
The project is now configured to use the Oculus Spatializer.
Note: It is important that all sounds passed to Oculus Audio Spatializers are monophonic - stereophonic rendering will be handled by our spatialization, and must not be applied over additional stereophonic rendering provided by your game engine or library.
Select the scene you want to modify and:
The following image shows an example:
The audio propagation feature provides real-time reverb and occlusion simulation based on game geometry, and consists of two new components:
To use the feature, you simply tag the scene meshes that you want included in the simulation and select the acoustic material for each mesh.
Before you use the audio propagation feature, make sure you have the latest version of Unreal Engine that includes the latest Oculus Audio Spatialization plugin (v1.34 or later).
Note: If you want all attached child actors to also be included in the simulation then check the “include children”.
You customize the acoustic properties of the children by adding an Oculus Audio Material to a child, and the material will propagate to any children of that child as well. Note that children which are included cannot be moved/rotated/scaled separately to the parent, if it needs to be independent then attach a Oculus Audio Geometry Component to the child.
You can also use OculusAudioLandscape and OculusAudioBSP components, which include the landscape and/or BSP in the acoustic simulation. You cannot attach components to Landscapes or BSP objects, instead attach these to any actor in the scene.
Note: The virtual room width/height/depth and reflection coefficients are not used when propagation or dynamic room modeling is enabled.