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Audio for Native Apps

End-of-Life Notice for Oculus Spatializer Plugin
The Oculus Spatializer Plugin has been replaced by the Meta XR Audio SDK and is now in end-of-life stage. It will not receive any further support beyond v47. We strongly discourage its use. Please navigate to the Meta XR Audio SDK documentation for your specific engine:
- Meta XR Audio SDK for Unity Native
- Meta XR Audio SDK for FMOD and Unity
- Meta XR Audio SDK for Wwise and Unity
- Meta XR Audio SDK for Unreal Native
- Meta XR Audio SDK for FMOD and Unreal
- Meta XR Audio SDK for Wwise and Unreal
This documentation is no longer being updated and is subject for removal.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.
For more on the foundational concepts that make up immersive audio be sure to check out the following guide on VR Audio, Design, Engineering and Mastering.

Audio Features

Meta provides the following audio tools:
  • 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.

Native Development

Meta Quest provides a native spatializer and a native Lipsync package.

Audiokinetic Wwise

Meta Quest provides a plugin spatializer for Wwise.
The following image shows an example of Wwise.
Audio Intro Audiokinetic Wwise

FMOD Studio

Oculus provides a plugin spatializer for FMOD Studio.
The following image shows an example of FMOD Studio.
Audio Intro 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.
The following image shows an example of Avid Pro Tools.
Audio Intro Avid Pro Tools and Other DAWs

Additional Audio Utilities

DownloadSummaryDocumentation
Provides real-time statistics and metrics to track audio performance in apps that use Oculus Spatializer plugins.
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.

Sample Audio Files

PackageMore Info
An archive of WAV audio files that includes a variety of sounds including weather, animal sounds, and human vocals.
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.
Watch Tom Smurdon and Brian Hook’s talk at GDC 2015 about VR Audio.
Learn more about audio propagation simulation in the Reality Labs blog post
Read the Introduction to VR Audio white paper for key ideas and how to address them in VR, or see any of the additional topics:
TopicDescription
Describes how humans localize sound.
Describes spatialization and head-related transfer functions.
Describes different listening devices and their advantages and disadvantages.
Describes environmental modeling including reverberation and reflections.
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.
As with sound design, mixing a scene for VR is an art as well as a science, and the following recommendations may include caveats.
Definitions of technical terms VR audio terms.
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