Hi, I am very new to this, so forgive my ignorance and please try to be thorough in your advice.
I am trying to design spatial audio for a VR animation. The Unreal project of the animation was given to me by others, it was set up in Sequencer and it doesn’t utilise any blueprints apart from a very minimal Level Blueprint. I am using Wwise to set up the audio, but my problem lies in UE (I imagine).
There is an animation of some slowly flickering “sparks” that I want to attach sounds to, so I am trying to set up anim notifies to play sounds when the sparks light up. I have set up an ak_notify (if I remember it’s name correctly) in the spark animation sequence editor and when I play it in the editor, it triggers the sound, but when I play the sequence normaly, the sound doesn’t play. On the other hand, when I don’t have “follow” selected in the notify details, the sound plays in the sequence and it’s also not spatialized. I found some related posts here, but I couldn’t make much of them, so I decided to ask myself. So…does anybody have the patience to explain to me, in a way that I will understand, how this works?
Finally, and I don’t know if this is related to the above issue, I do not own a VR headset (and the VR preview play selection is grayed out), so is it possible to simulate head rotation with the mouse in my viewport so that it works like a 360 video (for example like in youtube) when I am playing the sequence? Or do I have to do it in a blueprint? And if so, can somebody just give me some general guidelines on how to do it?
Any help would be much apreciated.