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    No sound on Oculus Quest

    Hello! My game audio works fine on Windows but when I deploy and run it on Oculus Quest (Android) I get no sound at all. I think the issue is that no audio device is detected. GEngine->GetMainAudioDevice() gives nothing. I have tried with both the speakers and a headset, and both AudioMixer and Oculus Audio are enabled. Does anyone have a clue on what's wrong?


    #2
    I have made some discoveries. Audio actually works fine when I use Blueprint to play a regular USoundCue, but when I use C++ to play a USoundWaveProcedural with UGameplayStatics::PlaySound2D nothing happens.

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      #3
      I also tried wrapping the procedural sound wave in a USoundNode and add it to a sound cue (explained in this thread: https://forums.unrealengine.com/deve...544#post239544). It works in the editor but still no sound on the Quest. I don't know what to do next. Maybe you have a clue dan.reynolds? Any help is kindly appreciated.
      Last edited by keuppia; 08-27-2019, 05:46 AM.

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        #4
        Setting bLooping to true solved it. This was not the case before AudioMixer and it's counterintuitive that we have to this when Duration is set to INDEFINITELY_LOOPING_DURATION. And I'm not the only one who think this: https://forums.unrealengine.com/deve...ew-audio-mixer

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