Open CaptainCheerios opened 1 year ago
@CaptainCheerios As for testing, we don't have a Quest so we don't do anything testing on it, but we do test on Android emulators and a Samsung Galaxy S22 mobile device and haven't experienced this issue that you report.
Switching to Resonance for both the Spatialization Plugin and the Reverb Plugin, but leaving the Source Data Override Plugin as Project Acoustics is something that we've tested and it should work correctly.
This issue is most likely happening due to an invalid initialization configuration. Please capture the logcat information during the app launch sequence to see what might be failing at startup. Here are a few possible checks that might be failing on this device.
// Check # output channels. Unreal passes in 0 when specifying default
if (!(InitializationParams.NumOutputChannels == 0 || InitializationParams.NumOutputChannels == 2))
{
UE_LOG(LogProjectAcousticsSpatializer, Error, TEXT("Spatializer plugin only supports stereo output!"));
return;
}
if (InitializationParams.SampleRate != 48000)
{
UE_LOG(LogProjectAcousticsSpatializer, Error, TEXT("Spatializer plugin only supports 48kHz output!"));
return;
}
// support multiple buffer lengths
if (InitializationParams.BufferLength < 256)
{
UE_LOG(LogProjectAcousticsSpatializer, Error, TEXT("Spatializer plugin does not support buffer sizes of less than 256"));
return;
}
// Initialize the DSP with max #sources
auto result = HrtfEngineInitialize(InitializationParams.NumSources, engineType, m_HrtfFrameCount, &m_HrtfEngine);
if (!result)
{
UE_LOG(LogProjectAcousticsSpatializer, Error, TEXT("Spatializer plugin failed to initialize with max sources."));
return;
}
So I'm not sure if it is supposed to support the quest but I spent a few days trying to get it on there, only to have it load up for a split second and crash immediately with the errors
I had this as my audio plugin settings for android. I was running with Android SDK version 33, android NDK version 29 to get it to build and install.
It wouldn't build with android sdk api level 29. Has the android support been tested with quest or is it only for phones/tablets?
Switching to resonance audio for spatialization and reverb it works, but I don't notice the acoustic plugin working.