Does the Oculus Spatializer require the Oculus hardware?

(Samuele Perseo) #1

The question may seem silly, but when it comes to realistically deploy a game to the end-user, I cannot assume that the hardware is actually present. Usually, what I would do is to determine at runtime if the hardware is present and select (or allow the user to select) the correct audio output accordingly. However, according the Oculus Spatializer documentation, I need to delete the 3D Panner and replace it with a OS effect on all relevant sound events. This means that the decision to use or not use the plugin cannot be deferred at runtime. Unless the OS plugin can actually be used without the hardware, we have a big problem. Am I missing something?

(Brett Paterson) #2

The spatializer doesnt need oculus hardware no, all audio processing is done on the CPU.

(Samuele Perseo) #3

I see. I’m still puzzled though: I don’t understand what do I gain to use the spatializer instead of the regular 3D panner. Since the spatializer replaces the panner, I lose the ability to set important parameters like distance attenuation and sound size. Do you recommend the spatializer as a general replacement of the panner?

(Administrator) #4

if the plugin hasn’t got all the features you need, then it may lose the ability to do what you want compared to the fmod 3d panner.
The oculus documentation tells you how to use the plugin, you remove fmod’s 3d panner from an fmod studio project, and then you replace it with an oculus spatializer instead. (ie on the master track of an event). Just from looking at the docs it looks like ‘range max’ lets you control distance attenuation which would be the main concern. We could probably talk to oculus to make a more official interface like our 3d panner to get more features back for oculus users.