How can I rotate a 2D Quad ambience based on the camera rotation?

I read that ambisonics automatically have rotation applied however how can I do a similar thing to an ambience bed for a quad? I know I have access to the UE.Listener.Orientation interface but how do I then use that to change the direction of a quad recording? Any help would be much appreciated Thank you!

Why not just use ambisonics? You cannot spatialize a multichannel sound source by default, except for stereo. The fundamental problem is that you don’t know how many channels the user’s setup will require, and ambisonics are ideal for this scenario.

For me, an even better approach is using systems like Soundscape, which allow for even more precise spatial information and control in ambiences than first-order Ambisonics (Ambix).

I tend to use 2D non-spatialized quad ambience beds only as “film silence,” then spawn all other sounds as one-shots with various attenuation settings.

  • Close sounds → Mono, 3D, short, high frequencies, louder (clear spatial placement).
  • Medium-range sounds → A combination of settings from close and far sounds.
  • Far sounds → Stereo, 3D, wide stereo spread, long, mid-to-low frequencies, quieter (doesn’t have clear spatial placement, but when the camera rotates, there is still movement).