Oculus Go Development

On 6/23/20 Oculus announced plans to sunset Oculus Go. Information about dates and alternatives can be found in the Oculus Go introduction.

Oculus Quest Development

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.

Use the Oculus Spatializer for Unreal Engine

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.

Use the Oculus Audio Plugin in Unreal

You can use the Oculus audio plugin in Unreal Engine by following the steps in the next few sections.

Prerequisite: UE4 Audio Mixer Integration

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.

Setup a Project to Use Oculus Audio

First enable the Oculus plugin for your project:

  1. Open your project in Unreal Engine.
  2. Go to Edit > Plugins, find Audio and check to select Oculus Audio Plugin.
  3. Restart Unreal when prompted.
  4. 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.

  5. Make sure Late Reverberation is enabled for the Oculus Audio Plugin. Go to Edit > Project Settings > Plugins > Oculus Audio, and select Late Reverberation if needed.

The project is now configured to use the Oculus Spatializer.

Add a Sound to the Scene

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:

  • Use the Import option to import a sound file into the Content Browser
  • Drag that sound asset into the scene.
  • Add a new Sound Attenuation object to the scene. Go to Add New > Sounds >Sound Attenuation.
  • Select the sound attenuation object and choose Edit. On the Details tab:
    • Set the Spatialization Method to Binaural
    • Under Attenuation Plugin Settings, add a new Oculus Audio Source Settings

The following image shows an example:

Example of how to add a sound

  • Use the Oculus Audio Source Settings to configure your sound source. You can reuse the attenuation settings object for other sounds. The following image shows an example of the settings for the Oculus Audio Source.

Oculus Audio Source Settings

Audio Propagation (Beta)

The audio propagation feature provides real-time reverb and occlusion simulation based on game geometry, and consists of two new components:

  • Oculus Audio Geometry
  • Oculus Audio Material

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.

Set up Audio Propagation

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).

  • Follow the previous steps to set up the Oculus Plugin and add sounds to your project. Make sure that Late Reverberation is enabled for the plugin.
  • Add a static mesh actor to the acoustic simulation.
  • Select the actor in the scene and select Add Component then Oculus Audio Geometry Component.
  • To set the acoustic properties, select Add Component and then add an Oculus Audio Material to the mesh. The following image shows an example:

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.

Landscape and BSP

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.