Oculus Spatializer package for Unity (we’ve downloaded it already) Go ahead and import the integration for Unity, like any other package: double click on it while you have Unity opened in the background. Now do the same think with the package you’ll find in the Spatializer folder. The Legacy Oculus Spatializer that comes with version 1.0.1 of the Oculus Audio SDK sounds just fine. I also found some other strange behavior with the Oculus Native Spatializer that is possibly related: You can distort and even invert the HRTF by messing with the scale of the main camera (or whatever GameObject has the Audio Listener attached).
Hi there,
I have been trying to make this work for a few hours and can’t make it happen.
-I’m using Unity 2019.3.4f1
-I’m using Fmod 2.01.00
-Up until now, audio was working fine, the fmod implementation in Unity had no issues.
-So, tried to add the Oculus Spatializer to my setup.
-Downloaded this: https://developer.oculus.com/downloads/package/oculus-spatializer-fmod/19.0.0/
-Installed the plugin in fmod, everything works fine.
-Imported the supplied Unity package into Unity. (The one supplied with the fmod implementation, not a Unity standalone version).
-In Unity, added the Plugin name “OculusSpatializerFMOD” to the Plugins section on FMODStudioSettings.
-In Fmod, I used the Oculus Spatializer on a 3D event and built banks.
-When trying to play in editor, Unity throws the following error:
SystemNotInitializedException: [FMOD] Initialization failed : Loading plugin ‘OculusSpatializerFMOD’ from /Assets/Plugins/FMOD/lib/win/X86_64/OculusSpatializerFMOD.dll’ : ERR_FILE_NOTFOUND : File not found.
-Notice that Unity expects the plugin files to be at “/Assets/Plugins/FMOD/lib/win/X86_64”, but the package import puts them at: “/Assets/Plugins/X86_64”. Not sure why this happens.
-So, after reading some forum posts, I try to copy the plugin .dll file on the folder that Unity seems to want. Then I get this error:
Oculus Spatializer Vst
Multiple plugins with the same name ‘oculusspatializerfmod’ (found at ‘Assets/Plugins/x86_64/OculusSpatializerFMOD.dll’ and ‘Assets/Plugins/FMOD/lib/win/x86_64/OculusSpatializerFMOD.dll’). That means one or more plugins are set to be compatible with Editor. Only one plugin at the time can be used by Editor
-So then I tried to delete the .dll files from where the packet import put them.
-That seems to work and Unity is “seeing” the plugin but then I get a different set of errors:
[FMOD] PostLoad::initPluginEffects : DSP plugin returned an error, bank will not load properly.
UnityEngine.Debug:LogError(Object)
FMODUnity.RuntimeManager:DEBUG_CALLBACK(DEBUG_FLAGS, IntPtr, Int32, IntPtr, IntPtr) (at Assets/Plugins/FMOD/src/Runtime/RuntimeManager.cs:32)
BankLoadException: [FMOD] Could not load bank ‘FMODAssetsDesktop/Master.bank’ : ERR_PLUGIN_MISSING : A requested output, dsp unit type or codec was not available.
-Which sounds like the plugin just can’t be read correctly for some reason. I can also add that on any of those cases, after error I’ve listed I’ve always found a set of fmod events and snapshot that where not found, which makes sense since the master bank could not be loaded.
Oculus Spatializer Fmod
So things I’ve tried:
-Install older versions of the Oculus Spatializer, a few previous ones and a few older ones.
-Checking 7 times that the plugin name is correct.
-Made sure I had a Oculus Spatial Reverb on the fmod master, as pre-fader.
-Tried doing everything from scratch but not import the Unity package, just copy the plugin file to the proper folder.
-In Unity, tried going to where the package puts the plugin (Assets/Plugins/x86_64) and exclude the plugin from Editor. This seems to remove the “multiple plugin” error but still throws the “DSP plugin” error.
-Tried also the above in reverse, excluding the other way around.
-In Unity, went to Edit > Project Settings>Audio and change the spatializer and ambisonic plugin there. I can choose OculusSpatilizer but doesn’t help.
Oculus Spatializer Wwise
So that’s where I am at the moment.
Any help please?
Oculus Spatializer Vst Download
Thanks,
Javier.