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[GearVR] How to display required Oculus provided volume UI

According to Oculus' Mobile SDK documentation, we need to be using their own VR volume overlay UI when the volume buttons are pressed. The relevant section is here, under Volume button/key interactions. Here is the relevant text:

Volume buttons must adjust the volume using the VR volume UI provided by the Oculus Mobile SDK.

How do we trigger this in 4.10? From going through the code, I don't see any reference to the Oculus volume UI. Will this be fixed in 4.11?

Please note that I'm not looking for how to obtain the current audio level, but how to trigger the Oculus standard volume overlay UI that all GearVR apps use. I would expect this to either be automatic, or forced to appear in a similar fashion to the Oculus Universal menu or quit confirmation.

Product Version: UE 4.10
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asked Feb 24 '16 at 08:23 PM in VR

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avatar image Bino Feb 25 '16 at 11:29 AM

I've gone through the GearVR code in the engine now and I can't find any references to bringing up the Volume UI. Since it's a hard requirement for submission this seems like it should be a priority. In saying that... I can't find what the call is in the Oculus Mobile SDK.

There's this accept answer - https://answers.unrealengine.com/questions/302901/gear-vr-how-to-do-the-required-volume-ui.html

But I don't see how that could work.

Sorry can't help more. If I didn't have a 9-5 I'd look at implementing this.

ps: I loved you GearVR Jam entry!

avatar image Gnometech Feb 26 '16 at 08:03 AM

Strange, I had already replied but it looks like it got eaten.

Thanks for responding Bino! And you can look forward to Circumpaint arriving on Oculus Home once I get these last details worked out.

Today I downloaded the Oculus Mobile SDK v0.6.2 (The one UE4 4.10 uses) and went through how the volume UI is done there. From what I can tell, the volume UI isn't actually built into the main SDK in the same way as the global menu is. It is only found within the native SDK and Unity helper libraries. So I guess when Oculus states to use the standard volume UI, they only mean if you are using one of those code paths.

As us UE4 users are out of luck on this, it seems that rolling your own is the way to go. Time to get started!

avatar image Bino Feb 26 '16 at 08:16 AM

Can't wait for Circumpaint! :)

To be safe, I reckon post in the Oculus forums for clarification. But it seems like the only thing you can do. There's a post here somewhere, where someone recreated the volume UI from the Oculus images.

I just can't find it and I have to head out in a sec.

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