resonance-audio

Room Effects in UE with Resonance Audio


I'm working on a VR game at the moment in UE AND FMOD. We're trying to implement the Room Effects, as has been done so neatly with the Unity plugin.

We've successfully managed to create a room within a collider which seems to work with the room effects, however, we're having trouble having more than one room in the same map/level so we can change the room effect as we walk through the level.

has anyone managed to get room effects working in UE before, as in unity?


Solution

  • At present, with the Resonance Audio FMOD plugin combined with UE, you can pass new 'RoomProperties' to the Listener plugin via a call to

    setParameterData(int index, void *data, unsigned int length);
    

    From C++.

    You must, however, handle detection of movement between different "rooms" yourself.

    As I believe you most likely already know, you should pass a pointer to an instance of the RoomProperties struct, found here: https://github.com/resonance-audio/resonance-audio-fmod-sdk/blob/master/Plugins/include/RoomProperties.h cast to void pointer, with the index parameter set to 1 and the length parameter set to sizeof(RoomProperties)