Hi everyone,
This questions is regarding a 3rd party plugin that I realize is outside of the responsibility of FMOD, but I thought I would give it a shot anyways in hope that someone in this forum might know the answer.
We use the FMOD Oculus Spatializer Plugin for other platforms - Windows and Android. However, as we began porting to PS5/PSVR2, we realized that no Oculus Spatializer Plugin files existed in our project for PS5. We’ve spent some time researching the subject without finding anything, so it looks like we’re out of luck and will end up having to remaster the entire project for PS5 using a different spatializer effect. This will be quite time consuming as our events have plenty of different settings, including automations that are tied to the Oculus Spatializer Plugin.
Before we head down that road, however, I wanted to ask the community:
Is there an FMOD Oculus Spatializer Plugin compatible with the PS5? If not, do you know of any quick solutions that might help us avoid remastering the project?
Cheers and thank you,
Simon
Hi,
Apologies for the delayed response.
To our knowledge, Oculus does not have any console version. I would suggest contacting Meta directly for more information.
I am sorry I can’t assist further.
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Any news on this? I am working on a project that will amon others be released on psvr2.
@simon.agera.games
thanks
Sorry for the late response. Our solution was to re-master the entire project for PS5, with what I from the top of my head think was called the Object Spatializer. The one that was compatible with PS5.
Best of luck.
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I’m just starting down getting Fmod integrated into my latest game and trying to use a spatialized solution.
I’m really hoping this isn’t the answer, is to have to go through every event and change out the MetaXR audio sources for something else.
Is there a recommended spatializer to use that is supported across all VR platforms and headsets?
We generally point users who wish to make use of more advanced audio spatialization at Resonance Audio, which is a multiplatform SDK, but won’t have support for any VR platform-specific functionality that, for example, the MetaXR plugins might.
Otherwise, I understand your frustration with needing to change out all MetaXR audio sources - creating a script with the Studio Scripting API is probably the best way to handle in bypassing or removing all instances of the effect. You could also use FMOD Studio’s platform exclusion functionality to exclude MetaXR effects on platforms that you don’t want to use it on. A script demonstrating how to toggle platform exclusion with the Oculus Spatializer effect instead of MetaXR can be found here: Script For Setting Platform Exclusion on All Instances of an Effect - #3 by Leah_FMOD
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