VR系列——Oculus Audio sdk文档:二、Oculus音频SDK指南(6~8)——平台笔记,中间设备支持以及Oculus硬件功能

平台笔记(Platform Notes)

  Oculus Audio SDK目前支持Windows7+,安卓(Gear VR),MAC OS X,和Linux。这部分涵盖了可能出现的问题在不同的版本中。
  The Oculus Audio SDK currently supports Windows 7+, Android (Gear VR), Mac OS X, and Linux. This section covers issues that may arise with different versions.

ComponentWindowsGear VR / AndroidMacLinux
C/C++ SDKyesyesyesyes
Wwise pluginyesTBDTBDno
Unity pluginyesyesyesTBD
FMOD pluginyesyesyesno
VST pluginyesnoyesno
AAX pluginsoon!nosoon!no


  • Windows:Oculus Audio SDK支持Windows 7以及以上,支持32位和64位。
  • Mac:Oculus Audio SDK支持MAC OS X 10.9以及以上,支持32位和64位。
  • Linux:Oculus Audio SDK已经移植到Linux Ubuntu 14(64位)。
  • 安卓/Gear VR:Oculus Audio SDK支持安卓手机在Gear VR平台上。

  • Windows: The Oculus Audio SDK supports Windows 7 and later, both 32 and 64-bit.
  • Mac: The Oculus Audio SDK supports Mac OS X 10.9 and later, 32 and 64-bit.
  • Linux: The Oculus Audio SDK has been ported to Linux Ubuntu 14 (64-bit).
  • Android/Gear VR: Oculus Audio SDK supports Android phones on the Gear VR platform.


中间设备支持(Middleware Support)

  非常少的Oculus开发者会直接使用Oculus Audio C/C++SDK。多数开发者会使用中间设备框架,例如Audiokinetic Wwise 或者 FMOD,和或者一个引擎类似Unity或者Epic’s Unreal。因为这个原因,我们支持经常被开发者使用的中间设备包和引擎。
  Very few Oculus developers will use the Oculus Audio C/C++ SDK directly. Most developers use a middleware framework, such as Audiokinetic Wwise or FMOD, and/or an engine such as Unity or Epic’s Unreal. For this reason, we support middleware packages and engines commonly used by developers.

  • Audiokinetic Wwise:Oculus提供了一个Windows的Wwise兼容插件。关于这个插件的更多内容可以查看Oculus Spatializer for Wwise Integration Guide.
  • FMOD:Oculus Audio SDK支持FMOD在Windows,Mac和安卓平台上。关于这个插件的更多内容可以查看Oculus Spatializer for FMOD Integration Guide.
  • Unity 3D:Oculus Audio SDK支持安卓,Mac OS X和Windows平台的Unity 4.6。关于这个插件的更多内容可以查看Oculus Spatializer for Unity Integration Guide.
  • Unreal Engine:Epic’s Unreal Engine 4支持许多不同的音频子系统。Wwise集成(可以从Audiokinetic中直接获得)已经被我们的Wwise 声场定位插件所测试(在之前)。

  • Audiokinetic Wwise: Oculus provides a Wwise compatible plugin for Windows. More information about this plugin can be found in the Oculus Spatializer for Wwise Integration Guide.
  • FMOD: The Oculus Audio SDK supports FMOD on the Windows, Mac and Android platforms. More information about this plugin can be found in the Oculus Spatializer for FMOD Integration Guide.
  • Unity3D: The Oculus Audio SDK supports Unity 4.6 on Android, Mac OS X and Windows. More information about this plugin can be found in the Oculus Spatializer for Unity Integration Guide.
  • Unreal Engine: Epic’s Unreal Engine 4 supports numerous different audio subsystems. The Wwise integration (available directly from Audiokinetic) has been tested with our Wwise Spatializer plugin (see above).


Oculus硬件功能(Oculus Hardware Capabilities)

  每个Oculus硬件平台都有不同的音频功能。
  Each Oculus hardware platform has different audio capabilities.

  注:所有Oculus VR耳机都要求听筒。
  Note: All Oculus VR headsets requires headphones.

  DK1 不提供任何音频输出因此依赖于最终使用者的系统音频输出。
  DK1 does not provide any audio output and thus relies on the end user’s system for audio output.

  DK1 不提供任何音频输出因此依赖于最终使用者的系统音频输出。
  DK2 also relies on the end user’s system for audio output, but adds positional tracking.

  Oculus CV1 HMD有一个内置的DAC(音频通过USB连接耳机)和ADC(为扩音器)。音频子系统类兼容并且支持Windows,Mac和Linux。HMD已经集成了听筒和扩音器。
  The Oculus CV1 HMD has a built-in DAC (audio over USB connected to the headset) and ADC (for microphone). The audio subsystem is class compliant and supports Windows, Mac and Linux. The HMD has integrated headphones as well and a microphone.

  Samsung Gear VR手机开发支持 16位,48kHz声音。像DK1,它支持头部定位,但是不支持位置追踪。听筒选择是由最终使用者选择。
  The Samsung Gear VR mobile product supports 16-bit, 48 kHz sound. Like DK1, it supports head orientation but not positional tracking. Headphone choice is dictated by the end user.

  手机性能明显的比桌面PC性能要差,因此设法去最小化音频源的数量。
  Mobile performance is significantly lower than desktop PC performance, so try to minimize the number of audio sources.

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