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3D audio from the HMD's perspective.

Hey everyone,
I am having an issue trying to get 3D audio working in my Vive game. In Blueprints, off Begin Play I use Set Audio Listener Override with the player Controller as the target and I use the VRComponent of my pawn to attach the override to. However, no matter where I move in my scene the audio is still based on the position and rotation of my pawn, not my camera. Is there a step I am missing?

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Have you created a Sound Attenuation?

I’ve used this for a few things. You don’t even have to set the listener.

The position of your camera is the position of your self in VR with that setup, you move in relative space so it isn’t updating the sound location, use the camera as the attach to component instead.