# FMOD + UNITY+ Oculus

**URL:** <https://qa.fmod.com/t/fmod-unity-oculus/17399>\
**Category:** FMOD Studio\
**Created:** [July 2, 2021, 4:04pm UTC](https://qa.fmod.com/t/fmod-unity-oculus/17399 "2021-07-02T16:04:04Z")\
**Posts on this page:** 6\
**Page:** 1

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**Author:** ![pitomenph](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/pitomenph/32/2389_2.png) [@pitomenph](https://qa.fmod.com/u/pitomenph)\
**Post date:** [July 2, 2021, 4:04pm UTC](https://qa.fmod.com/t/fmod-unity-oculus/17399/1 "2021-07-02T16:04:04Z")

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Hey guys,

I am working on a VR project on Unity and from what I have read, I have to use Oculus spatializer in order to make FMOD work with Oculus. I have installed the Oculus plugin in FMOD and I have written down “OculusSpatializerFMOD” in the plugin section of FMOD settings in Unity, but I get a INVALID CHANNEL error in the console. How can I fix this? Is there a specific approach to use Oculus in FMOD?

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**Author:** ![jeff\_fmod](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/jeff_fmod/32/1766_2.png) [@jeff\_fmod](https://qa.fmod.com/u/jeff_fmod)\
**Post date:** [July 5, 2021, 12:38am UTC](https://qa.fmod.com/t/fmod-unity-oculus/17399/2 "2021-07-05T00:38:22Z")

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Not sure we have an INVALID CHANNEL error, did you mean ERR\_INVALID\_HANDLE for CHANNEL?  
If it’s the above error, it’s likely you have set up everything correctly, but your Studio Event Emitter is too far away from the listener- try moving the gameobject closer to the listener and see if you can hear it/if the error goes way.  
Otherwise, can you please send over a full stack trace of the error?

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**Author:** ![constantinpopp](https://avatars.discourse-cdn.com/v4/letter/c/ebca7d/32.png) [@constantinpopp](https://qa.fmod.com/u/constantinpopp)\
**Post date:** [July 7, 2021, 4:45pm UTC](https://qa.fmod.com/t/fmod-unity-oculus/17399/3 "2021-07-07T16:45:15Z")

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Hi Pitomenph,

I’ve tried using the Oculus Spatializer but ended up using the Google Resonance Audio on the Oculus with Unity. I am happy with this configuration and it works well on all platforms. From a technical point of view you would not have to use the Oculus spatializer on the Oculus. (I am using the Quest 2 both in Desktop Link and standalone)

🙂  
Constantin

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**Author:** ![pitomenph](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/pitomenph/32/2389_2.png) [@pitomenph](https://qa.fmod.com/u/pitomenph)\
**Post date:** [July 7, 2021, 10:41pm UTC](https://qa.fmod.com/t/fmod-unity-oculus/17399/4 "2021-07-07T22:41:54Z")

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Thank you for your answers guys.  
Apparently reinstalling the FMOD package did the job for me. Before, I only played the game for 20 Seca and that error would show up. Now, I play the game for 5 minutes and no error pops up, so I think that did the trick

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**Author:** ![pitomenph](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/pitomenph/32/2389_2.png) [@pitomenph](https://qa.fmod.com/u/pitomenph)\
**Post date:** [July 7, 2021, 10:43pm UTC](https://qa.fmod.com/t/fmod-unity-oculus/17399/5 "2021-07-07T22:43:22Z")

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Thanks for the message. Why did you ended up using Google resonance instead of Oculus spatializer? Do you think it sounds better?

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**Author:** ![constantinpopp](https://avatars.discourse-cdn.com/v4/letter/c/ebca7d/32.png) [@constantinpopp](https://qa.fmod.com/u/constantinpopp)\
**Post date:** [July 7, 2021, 11:52pm UTC](https://qa.fmod.com/t/fmod-unity-oculus/17399/6 "2021-07-07T23:52:14Z")

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Hi,  
I had stability problems with the oculus spatialiser. For example in unity the reverb was fine and then when I listened to it on the quest the reverb was gone. At this point I didn’t know where to look to find out what was wrong. It could be that newer packages work better. When I started working on this the Google resonance audio was giving reliable results and after I learned how to use it I am happy with it. Plus it just comes with fmod and there is no need to go through complicated installation hoops.

🙂  
Constantin
