I just started working with the latest version of Unreal and am loving all of the new audio features that come with it. However the 3D stereo spread function is not behaving like I thought it should. I created a stereo wav file, dropped it into the content browser and hooked it into a cue with attenuation settings for me to play around with. When I play the sound in the content browser I can hear the full width of the stereo audio. But then when I drop the cue into a test map and hit play, it sounds more narrow even when inside the stereo spread radius. I also messed with the non-spatialized radius but that didn’t seem to affect the spread.
Following this thread as I have found the same thing (UE4.20, tried on both new and old audio engine). Is the stereo spread feature broken?
I believe it only works with panning feature
Hi, this will not be relevant to @SaberK , but for anyone else here:
When playing in the Content Browser, all sounds are 2D (non-spatialized). to get that full spread in the game world you need to remove it’s Attenuation Settings, so it’s not 3D. when you add attenuation the sound appears to come from a certain direction, and loses that “all around you” feeling. the Stereo Spread can make it less of a pin-point located sound, and more of an area where you can hear it, but it will still not be the same as 2D.
Mind you, the 200 units default spread is quite narrow. you’ll need like 2,000 or more to really feel the difference.
Hope this helps