No sound when using Oculus Spatializer between FMOD/Unreal on Win10

I’m not getting Oculus spatialiser linking between FMOD and UE4 on Win10.
I have regular (non-Oculus) 3D sound working fine through Rift S.

As instructed here How to Use the Oculus Spatializer in FMOD Studio: Unreal | Oculus Developers I have my OculusSpatializerFMOD.dll (with text file ‘OculusSpatializerFMOD’) sat next to my fmod.dll files in UE4.26 > Engine > Plugins > FMODStudio > Binaries > Win64 but the OculusSpatializerFMOD doesn’t appear as per this image:
Image 1

In UE4 the Oculus-Spatialized event sometimes appears as ‘3D - False’ in details, other times ‘True’ with 0 min and max, not sure where it’s getting 0 from.

Quick video demo’ing my test:

Other stuff I’ve tried:

guide from - Use the Oculus Spatializer for Unreal Engine | Oculus Developers

guide from - Set Up the Oculus Spatializer Plugin (OSP) for FMOD: Unity | Oculus Developers (no idea where mysterious 'Oculus Spatializer folder > AudioSDK\Plugins\FMOD\x64 folder is, i assume it’s same x64 folder from the download ZIP in ‘\ovr_audio_spatializer_fmod’ folder)

in FMOD > Oculus plugin instead of spatializer on each event master track, mono in, stereo out
mixer master bus stereo out (tried both stereo and 5.1 in) and have Oculus Spatial Reverb

in UE4 > Platforms > Win > Audio > Spatialization and Reverb Plugin > Oculus Audio, and Plugins > Oculus Audio > enable Late Reverberation, Plugins > FMOD Studio > Output Format Stereo

any help much appreciated, thanks.

You need to add OcculusSpatializerFMOD to the Plugin Files setting, as well as placing the DLL in the correct directory and adding it to FMODStudio/Binaries/Win64/plugins.txt as you have done. Adding the entry to the Plugin Files setting is a manual step, it’s not done automatically. (Please refer to Plugins in the documentation for details.)

Without adding the plugin to the settings it won’t be loaded in the editor and the event details won’t be useful, once you add the plugin you should reliably see the correct information for 3D-ness (i.e. 3D - True). The minimum and maximum distances displayed in the details are expected to be 0 though, the API functions used to retrieve those details only work with the built in FMOD spatializers.

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A post was split to a new topic: Glitching with Oculus Spatial Reverb