This documentation is no longer being updated and is subject for removal.
Audio is crucial for creating a persuasive VR experience. Because of the key role that audio cues play in our sense of being present in an actual, physical space, any effort that development teams devote to getting it should be worth the effort, as it will contribute to the user’s sense of immersion.
Meta Quest provides free, easy-to-use spatializer plugins for engines and middleware including Unity, Unreal and native development. Our spatialization features support both Rift and Android development.
Our ability to localize audio sources in three-dimensional space is a fundamental part of how we experience sound. Spatialization is the process of modifying sounds to make them localizable, so they seem to originate from distinct locations relative to the listener. It is a key part of creating presence in virtual reality games and applications.
Sound Spatialization Plugins - The Oculus spatialization tools and integrations transform monophonic sound sources to make them sound as though they originate from a specific desired direction. For details of our spatialization features, considerations and limitations see Spatializer Features.
Synchronization of Avatar Lip Movements Synchronize avatar lips to speech and laughter sounds with Oculus Lipsync.
Audio Profiling - Use the Oculus Audio Profiling Tool to track audio issues.
Loudness Meter - Measure the loudness of your audio mix with the Oculus Loudness Meter.
Download and Use Oculus Audio Tools
See the following documents for Meta Quest integrations with popular development tools.
Unreal Engine
Meta Quest provides an spatializer plugin and a Lipsync package for Unreal Engine.
Tool/ Download
Documentation
Oculus Spatializer for Unreal - Plugin integrated with Unreal Engine
UE4 offers built-in HRTF-spatialization only spatialization for Rift. For an example implementation, see AmbientSound Spatialize in the Unreal Audio Content Example.
Note that when Unreal PC (Rift) applications are launched, if the OculusVR plugin is enabled and the Oculus VR Runtime Service is installed, then the application will automatically override the default Windows graphics and audio devices and target the Rift. The Oculus VR Runtime Service is installed with the Oculus app.
Audiokinetic Wwise
Meta Quest provides a plugin spatializer for Wwise.
The following image shows an example of FMOD Studio.
Avid Pro Tools and Other DAWs
[DEPRECATED] The Oculus Plugins for Pro Tools and other DAWs are deprecated , please refer to the individual plugin documentation
pages below for Version Compatibility and support.
Oculus provides a plugin for Avid Pro Tools and other Digital Work Stations.
A tool that measures the loudness of your app’s audio mix. Loudness goes beyond simple peak level measurements, using integral functions and gates to measure loudness over time in LUFS units.
Includes several AmbiX WAV files representing various ambient soundscapes, such as parks, natural environments with running water, indoor ventilation, rain, urban ambient sounds, and driving noises.
Learn More
Sound design and mixing is an art form, and VR is a new medium in which it is expressed. Whether you’re an aspiring sound designer or a veteran, VR provides many new challenges and inverts some of the common beliefs we’ve come to rely upon when creating music and sound cues for games and traditional media.
Now that we’ve established how humans place sounds in the world and, more importantly, how we can fool people into thinking that a sound is coming from a particular point in space, we need to examine how we must change our approach to sound design to support spatialization.