Hello! I’m unable to get my audio to play over the oculus quest 2 speakers. I have a feeling it is to do with my project settings. I’ve tried to create a simple scene including an ‘OVRCameraRig’ (FMOD Studio Listener attached to the CenterEyeAnchor) and an FMOD Studio Event Emitter attached to a cube. When I press play on my desktop the audio works through laptop speakers//headphones but when I build and run the app to the quest I hear nothing…
Perhaps it has to do with the audio manager of the oculus?
macbook pro running Big Sur 11.2.3
FMOD Studio 2.02.04
integration: fmodstudio20204.unitypackage (ie. 2.02.04)
resonance audio: ResonanceAudioForUnity_1.2.1.unitypackage (ie. 1.2.1)
Would appreciate any help! Thank you!
I know that manually selecting an audio device is a
requirement for Rift, though I am not sure if it applies to Quest 2.
Some logging information would be helpful to figure out what’s going wrong here. In your FMOD Unity settings can you please set your Logging Level to “Log” and tick Enable API Error Logging, and send through a complete log?
Hi Jeff, thank you for your response - here’s what i logged with a successful build to the quest 2 (but still no sound)
FMOD: Selected binaries for platform Android:
FMODUnity.RuntimeUtils:DebugLog (string) (at Assets/Plugins/FMOD/src/RuntimeUtils.cs:517)
FMODUnity.EditorSettings:SelectBinaries (FMODUnity.Platform,UnityEditor.BuildTarget,FMODUnity.Platform/BinaryType) (at Assets/Plugins/FMOD/src/Editor/EditorSettings.cs:602)
FMODUnity.EditorSettings:PreprocessBuild (UnityEditor.BuildTarget,FMODUnity.Platform/BinaryType) (at Assets/Plugins/FMOD/src/Editor/EditorSettings.cs:489)
FMODUnity.EditorSettings/BuildProcessor:OnPreprocessBuild (UnityEditor.Build.Reporting.BuildReport) (at Assets/Plugins/FMOD/src/Editor/EditorSettings.cs:631)
UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&) (at /Users/bokken/buildslave/unity/build/Modules/IMGUI/GUIUtility.cs:189)
That was the only log I got from FMOD … here is screenshot of some of my settings:
Also to note: I am able to hear the sound in the quest when I use FMOD’s default spatializer plugin and not the resonance plugin…
Ok - sorry for all the messages - I am also getting these errors:
[FMOD] System::loadBankFile(file:///android_asset/Master.bank, 0, 0x71291ccb40) returned ERR_PLUGIN_MISSING for STUDIO_SYSTEM (0x1FFF1F).
FMODUnity.RuntimeManager:ERROR_CALLBACK(IntPtr, SYSTEM_CALLBACK_TYPE, IntPtr, IntPtr, IntPtr)
BankLoadException: [FMOD] Could not load bank ‘file:///android_asset/Master.bank’ : ERR_PLUGIN_MISSING : A requested output, dsp unit type or codec was not available.
Thanks for the extra info, if you unpack the apk can you see the resonanceaudio plugin anywhere?
We recently updated our game engine from 4.26 to 4.27 and updated all plugins, including FMOD to 2.02.04 version. We are having issues loading banks that use Google Resonance when packaging to Oculus Quest.
We follow these instructions
Platform Specifics but there is no audio still. It seems as the plugin is loaded as libresonanceaudio.so but when it tries to load the banks, it throws “DSP plugin ‘Resonance Audio Source’ has mismatched parameters to those in the bank” error.
I think this is the same issue
Possibly, can you please try updating to 2.02.06 and see if you are still running into this issue?