Audio very quiet in Oculus headset, but works fine in Simulation

Hello,

This is a very basic question, but so far I cannot figure it out. I have added a simple AudioComponent to a scene directly (not part of some other object) and was hoping to use it as a simple sound track for the entire level (so no attenuation, or “infinite bounds”, etc).

When I Simulate the level in the UE editor (version 5.4), the audio works as expected, with the default Volume Multiplier at “1”. I can hear the music throughout the level.

But when I put on my Oculus Quest 3 headset and Preview VR the level, the audio is barely heard, extremely quiet, no matter where I am in proximity to the AudioComponent, it seems. Then, if I hit the Oculus Menu button (on the right controller, the Meta logo), this brings up the Oculus menu to quit the game (which is what I usually do when done testing) and the volume all of a sudden is full strength (quite loud when testing at Volume Modifier “5”!)

So, I’m not sure if it’s an attenuation issue? Or some VR setting that I cannot find? Doesn’t seem to be an audio issue with the AudioComponent, as it works fine in Simulation, and it’s not that the Oculus headset has volume turned all the way down, as everything works fine before launching the game and then again when I hit the Oculus menu button and pause the game.

Thanks for any insights!

Anybody else developing for Oculus (or even VR in general) using Unreal Engine 5 (or 5.4, as I am), and having no issues with sound? I’m thinking there has to be a setting somewhere that I just don’t know about, that is causing sound to be so quiet. Or maybe some changes I’ve made to the VR Pawn that are causing issues with attenuation, like the sound is getting 99% blocked in the engine, and therefore making it so quiet in the headset?

Wow, this sure turned out to be stupid, but I eventually found this:

[VR, Oculus, UE5.3, Audio, HDM] No audio on headset, only on PC - Development / Audio - Epic Developer Community Forums (unrealengine.com)

And that was it. PreviewVR was using its default audio output, instead of switching to the Quest headset, which is…ummm…pretty lame, but whatever.

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