VRWorks Audio Tutorial
Requirements
Unreal Engine
Epic Games Account (for Unreal Engine)
Github Account
[Windows] Visual Studio 2015
[Mac] Xcode
Warning! This setup will take a long time (~30 min) and is on a slightly older version of Unreal Engine (4.15).
VRWorks Audio Setup
First visit the Unreal Site and follow these instructions to link your Github account with your Unreal Account.
Once you have done so, this Github branch with VRWorks Audio built-in should be visible.
Then, proceed to download the zip of this branch and extract it. Then navigate to the extracted folder.
VRWorks Audio Setup
First visit the Unreal Site and follow these instructions to link your Github account with your Unreal Account.
Once you have done so, this Github branch with VRWorks Audio built-in should be visible.
Then, proceed to download the zip of this branch and extract it. Then navigate to the extracted folder. Next, follow the following README instructions from the download:
Windows
Make sure Visual Studio 2015 is installed (not tested with Visual Studio 2017).
Run Setup.bat. This will download binary content for the engine, as well as installing prerequisites and setting up Unreal file associations.
A clean download of the engine binaries is currently 3-4gb, which may take some time to complete. Subsequent checkouts only require incremental downloads and will be much quicker.
Run GenerateProjectFiles.bat to create project files for the engine. It should take less than a minute to complete.
Load the project into Visual Studio by double-clicking on the UE4.sln file. Set your solution configuration to Development Editor and your solution platform to Win64, then right click on the UE4 target and select Build. It may take anywhere between 10 and 40 minutes to finish compiling, depending on your system specs.
After compiling finishes, you can load the editor from Visual Studio by setting your startup project to UE4 and pressing F5 to debug.
Mac
Make sure Xcode is installed.
Double-click on Setup.command to download binary content for the engine. You can close the Terminal window afterwards.
If you downloaded the source as a .zip file, you may see a warning about it being from an unidentified developer (because .zip files on GitHub aren't digitally signed). To work around it, right-click on Setup.command, select Open, then click the Open button.
In the same folder, double-click GenerateProjectFiles.command. It should take less than a minute to complete.
Load the project into Xcode by double-clicking on the UE4.xcworkspace file. Select the ShaderCompileWorker for My Mac target in the title bar, then select the 'Product > Build' menu item. When Xcode finishes building, do the same for the UE4 for My Mac target. Compiling may take anywhere between 15 and 40 minutes, depending on your system specs.
After compiling finishes, select the 'Product > Run' menu item to load the editor.
Linux
Run Setup.sh to download binary content for the engine.
Both cross-compiling and native builds are supported.
Cross-compiling is handy if you are a Windows developer who wants to package for Linux, and it requires a cross-compiler toolchain to be installed (see the Linux cross-compiling page on the wiki).
Native compilation is discussed in a separate README and community wiki page.
Using VRWorks Audio
Now that the long setup is complete, VRWorks Audio is ready to use! Since this is a merged branch, everything for spatial audio effectively works out of the box.
Open up the example scene in VRWorksAudio_SampleProject called VRAudioSmokeTest.uproject
Go ahead and run the example! You may also want to go through the Unreal tooltip tutorial if you are on a fresh install and are a new user.
All you have to do to put spatial audio in your environment is put a sound source with Spatialize checked.
If you are new to Unreal, try and pick apart the demo scene to see what happens!
Loudon Cohen