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Oculus Releases Audio SDK 1.0 Beta

Many virtual reality (VR) developers are currently awaiting the arrival of Oculus VR’s first full production software development kit (SDK), 1.0. The company most recently released SDK 0.8 and it appears that SDK 0.9 should be launching this month before 1.0’s targeted December 2015 release. This won’t be Oculus VR’s first SDK to hit this milestone, however, as a beta version of its Audio SDK 1.0 has this been launched this week, adding some crucial new features for studios to utilise when working on audio for their titles.

OculusRift_8

“This constitutes our beta release of Audio SDK 1.0,” the company explains on the Beta’s official download page. “We have added an additional spatializer plugin for Unity based on their Native Audio Plugin and are maintaining our original Oculus Spatializer Plugin (OSP) for Unity for legacy development with Unity 4. Developers using Unity 5 should use the Oculus Native Spatializer Plugin.

“The priority system has been removed in lieu of middleware- or engine-implemented sound priority. We removed frequency hint as improvements in the core engine made it redundant,” it adds.

The full changelog can be seen just below, though doesn’t contain too many more upgrades over what’s listed above.

VRFocus will continue to follow Oculus VR’s work in VR closely, reporting back with any further updates from the company.

New Features

– Added Oculus Native Spatializer for Unity.

– Added support for using OSP for FMOD with the FMOD Studio Unity Integration.

– Added support for using OSP for Wwise with the Wwise Unity Integration.

API Changes

– Removed priority system and frequency hint from all OSPs.

– Added falloff range near/far to Unity Native OSP.

Bug Fixes

– Wwise: Fixed potential crash bug in spatializer tail processing.