# Workflow using Oculus Spatializer for Gear VR - how ?

**URL:** <https://qa.fmod.com/t/workflow-using-oculus-spatializer-for-gear-vr-how/12604>\
**Category:** Unreal Engine\
**Created:** [July 18, 2016, 3:44pm UTC](https://qa.fmod.com/t/workflow-using-oculus-spatializer-for-gear-vr-how/12604 "2016-07-18T15:44:18Z")\
**Posts on this page:** 3\
**Page:** 1

<div class="post-metadata">

**Author:** ![motorsep](https://avatars.discourse-cdn.com/v4/letter/m/ba8739/32.png) [@motorsep](https://qa.fmod.com/u/motorsep)\
**Post date:** [July 18, 2016, 3:44pm UTC](https://qa.fmod.com/t/workflow-using-oculus-spatializer-for-gear-vr-how/12604/1 "2016-07-18T15:44:18Z")

</div>

I finally was able to get Oculus’ FMOD plugin working with UE4 and FMOD Studio/Plugin following these instructions: [http://www.fmod.org/questions/question/oculus-audio-sdk-plugin-for-fmod-android-can-not-be-found-or-crashes/](http://www.fmod.org/questions/question/oculus-audio-sdk-plugin-for-fmod-android-can-not-be-found-or-crashes/)

I also replaced 3D panner in FMOD Studio with Oculus Spatializer, like so:

However (as you can see in that video, I get no attenuation/etc. on my 3D sound source in UE4 scene using Oculus Spatializer) I get no sound at all. Ambient sound works, but positional sound does not.

What am I doing wrong?

How should I set 3D events when using Oculus Spatializer ? (Android)

Thanks beforehand

---

<div class="post-metadata">

**Author:** ![brett](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/brett/32/261_2.png) [@brett](https://qa.fmod.com/u/brett)\
**Post date:** [July 21, 2016, 4:08am UTC](https://qa.fmod.com/t/workflow-using-oculus-spatializer-for-gear-vr-how/12604/2 "2016-07-21T04:08:10Z")

</div>

Hi,  
Just checking, was this issue related to your other thread, where the sound is being spatialized twice? (As pete said) or is this for a normal single sound as well.

---

<div class="post-metadata">

**Author:** ![motorsep](https://avatars.discourse-cdn.com/v4/letter/m/ba8739/32.png) [@motorsep](https://qa.fmod.com/u/motorsep)\
**Post date:** [July 21, 2016, 4:24am UTC](https://qa.fmod.com/t/workflow-using-oculus-spatializer-for-gear-vr-how/12604/3 "2016-07-21T04:24:03Z")

</div>

> [@](#):
>
> Hi,  
> Just checking, was this issue related to your other thread, where the sound is being spatialized twice? (As pete said) or is this for a normal single sound as well.

I think it was. I haven’t tried using Ouclus Spatializer for a single sound event yet, but I am sure it will work fine.

If not, I’ll come back here 🙂

Also I wanted to know if I simply set min/max distance in the Oculus Spatializer panel and do nothing more. How would I define fall off (similar to falls off curves in 3D panner) when using Oculus Spatializer (if I even need to do that) ?

Thanks
