WARNING: Cannot find loader .blender.BlenderModelLoaderġ:31:15 PM .ALAudioRenderer initOpenAL INFO: Renderer: Intel(R) HD Graphics 4600ġ:31:15 PM .TextureUtil initializeġ:31:15 PM loadText INFO: Lwjgl 2.9.1 context running on thread LWJGL Renderer Thread INFO: Running on jMonkeyEngine 3.1.0 (snapshot-github)ġ:31:15 PM .LwjglContext printContextInitInfo Oculus Rift initialized: HMDInfo, DesktopX = 0, DesktopY = 0, DisplayDeviceName =, DisplayId = 0]ġ:31:14 PM initialize I hope someone has an idea since I am kinda desperate. I have no idea what is the cause of this problem, i don’t think it is a library issue, a hardware issue or an issue with oculus runtime environment. I should also point out that I do use the Direct HMD display mode, it worked on my own laptop and on this one I am capable of running the oculus rift tuscany demo map this way. No chrash or error message is shown and the view just vanishes. But it looks like the Oculus is correctly initialised but at the moment of rendering it just stops. The output is added at the end of this post. However when i plug in the oculus, it shows a black screen for 1sec and afterwards the screen shuts down. When i run the game without the oculus dk2 plugged in, everything works fine and i get the expected window with the 2 eyes. I installed the engine, fixed the correct libs and installed the oculus runtime 0.4.4., everything identical to what i did on my own laptop. They bought a new laptop for this, it has windows 8.1 on it with a GeForce GTX 850M dedicated GPU. However, i need to demo it on a laptop of the school. I managed to get everything working on my own laptop (windows 7) and it looked great. It needed to work with the Oculus so i follow the guide. This results in no sound output at all, but am currently experiencing a strange and irritating problem: For a school project i wrote my own multiplayer game using this fantastic engine. (just dropped into akSoundEngineController.Init(.) at line 150). Uint audioOutId = AkSoundEngine.GetDeviceIDFromName(audioDevice) I've also tried this in place of the code snippet from the docs: string audioDevice = dioOutId I updated everything (Unity, wwise, wwise-unity, oculus, ovrplatform) to the latest available version but still get the same behaviour. If anyone has any info on how we can move on with this, or even how to debug it a bit more, it would be very gratefully received! Since there's so little info around, and because Wwise say their tool has been used in hundreds of games, it feels like it must be something that's (usually) automatically handled but somehow we've missed a step of flicked a switch off somewhere that no-one else does. Neither of these sources has helped get me closer to solving the problem. The following function should be called before AkSoundEngine.Init(.):īut we're on Unity 2017, so the code snippet doesn't work, and (I think) shouldn't be necessary anymore. To get the audio device GUID from libOVR, you must include the Oculus Utilities unitypackage, which exposes that string through the class OVRManager. To configure Wwise to use to configured audio device in Unity 5, pass the user-configured audio device name/GUID (set in the Oculus app) into the function AkSoundEngine.GetDeviceIDFromName(), located in AkInitializer.cs. I'm not sure if "latest version" refers to Wwise, Unity or OVR, but everything we're using (afaik) is latest as of January this year. If you're using another audio system, they need to follow the guide. If you use a third-party audio subsystem such as Wwise or FMOD, the latest version also does this. Unity redirects their audio to the Rift by default. ".it’s implemented under the hood and Unity automatically targets the Rift audio device. The only two pieces of relevant info I can find on the internet are in this post from January: We're not using the OculusSpatializer plugin for wwise, but our audio director is happy with the way the game sounds and we successfully pass VRC.PC.Audio.2 (Audio specialization). (this is cross posted from the oculus forum as I've not had any answers there either :( ) I cant find any way to tell Wwise what device to use from inside Unity. "App must target the audio device selected in the "Audio Output in VR" setting in the Oculus app." There's an Oculus VRC that requires audio to _always_ be outputted via the Rift headphones no mater what the Windows Output is set to (unless toggled by an in-app setting)
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