This documentation is no longer being updated and is subject for removal.
The Oculus Spatializer Plugin (OSP) is a Mixer Plug-in for Audiokinetic Wwise that allows monophonic sound sources to be spatialized in 3D relative to the user’s head location. This integration guide describes how to install and use the OSP in both the Wwise application and the end-user application.
The download package contains the following folders, indicating the version of Wwise the files should be used with.
Wwise2022.1
Wwise2021.1
Unity
Important
Wwise versions prior to 2021.1 are not supported.
In each Wwise folder you will find the following sub folders:
Android - Library files for Android apps.
Include - Contains OculusSpatializer.h, which is used to integrate Wwise into a Windows app. It contains important registration values that the app must use to register OSP within Wwise. In addition, it contains code to register the plugin with the Wwise run-time. For more information, see Integrate the Oculus Spatializer in your App.
Mac64 - Library file for macOS apps.
Win32 - Library file for the 32-bit Windows Wwise Authoring tool and apps.
x64 - Library file for 64-bit Windows Wwise Authoring Tool and apps.
The Unity folder contains a C# script file.
Set Up the Spatializer Plugin in Wwise
The steps below outline how to make the Oculus Spatializer available as a Wwise Mixer Plug-in for use with your soundbanks.
Set up on Windows
Navigate to the download package folder that matches your required version of Wwise.
If installing on 64-bit Windows, copy/paste the contents of \x64\bin\plugins to Audiokinetic\Wwise {version}\Authoring\x64\Release\bin\plugins
If installing on 32-bit Windows, copy/paste the contents of \Win32\bin\plugins to Audiokinetic\Wwise {version}\Authoring\Win32\Release\bin\plugins
Set up on macOS
Navigate to the download package folder that matches your required version of Wwise.
Copy/paste the contents of /x64/bin/plugins to Macintosh HD/Library/Application Support/Audiokinetic/Wwise {version}/Authoring/x64/Release/bin/Plugins
Update the Spatializer
To migrate to a new version of the Oculus Spatializer Plugin for Wwise, follow these steps:
Delete any existing versions of OculusSpatializer.dll and OculusSpatializer.xml.
Copy the new versions of OculusSpatializerWwise.dll and OculusSpatializerWwise.xml (32 bit or 64 bit) from the Oculus Audio SDK over the existing versions in your Wwise Authoring tool installation directory.
Copy the new versions of OculusSpatializerWwise.dll (32 bit or 64 bit) over the existing version in your application directory.
Open the Wwise Authoring tool and generate sound banks.
Launch your application and load newly generated sound banks.
Set Up an Unreal Project with Wwise
You can also set up Wwise for use with an Unreal project. These instructions were written with Unreal version: 4.25 and Wwise version: 2019.2.2. If you are using a different version of Unreal or Wwise, the UI elements and folders you see may vary slightly.
In the Wwise Launcher, navigate to the Unreal tab, and select the Unreal project you want to integrate with.
The following image shows an example.
Click Integrate Wwise into Project… and follow the instructions, optionally specifying a project path and more, and then click Integrate. For more information see Using Wwise Spatial Audio in Unreal on the Wwise website.
Open the plugins folder in your Wwise project. Switch to the Wwise tab of the Wwise launcher, click the wrench icon next to the Wwise version you’re using and select Open Containing Folder, navigate to Wwise{version}\Authoring\x64\Release\bin\plugins
In a separate file explorer, copy the Oculus Wwise spatializer binary and xml files (OculusSpatializerWwise.dll and OculusSpatializerWwise.xml) from [download dir]\Wwise\Wwise{version}\x64\bin\plugins\ and paste them in the Wwise{version}\Authoring\x64\Release\bin\plugins folder that you opened in the previous step.
You must also copy the Oculus spatializer shared library files for each platform (.so and .dll files) into the correct location in the Plugins > Wwise > ThirdParty directory for the Unreal project. Copy the files from the specified spatializer folder and paste them to the bin folder of the Release, Profile and Debug directories under the parent folder specified in the following table.