Media Player sound attenuation not working on Quest 2

Alright guys, so the title pretty much says it all.
I’m trying to get a video playing with sound attenuation on a Quest 2 VR level.

I added my File Media Source, created the Media Player and associated texture along with the necessary material to have it play on a plane.
On that same plane, I added a Media Sound component to play the audio coming from the video on the Media Player, and added the attenuation settings I wanted (mainly “Focus”, so that the audio is only audible when the player is looking at the video playing on the plane)

Now here’s where it gets weird. It all works perfectly on the editor, even with the VR preview.
But when I package/launch it to my Quest 2, there just isn’t any attenuation at all and the sound just sticks to the players ears - no panning, no volume attenuation, no focus, no nothing.

I sort of found a workaround by stripping my File Media Source of its audio track (exported the video with no audio) and added a regular UE Sound Cue with my audio.
This way the attenuation works perfectly, but I end up running into sync issues if the video/audio keeps looping long enough, which isn’t ideal for what I’m trying to do.

I couldn’t find any information on this, so I’m wondering if this is a known issue?
If anyone knows of a fix for this, It would be greatly appreciated!

Also, wasn’t sure if I should post this on the Audio or VR/AR subs, so I apologize if I posted on the wrong one.

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i have this same issue, did you ever find a real fix?

I realize that this is a reply to an old post, but I spent quite some time trying to solve this issue as well and found no definitive answers on the web.

The closest thing I found to an answer is this post from 2018:

“On Android, the media audio output is always played through the OS sound mixer at the moment, so that attenuation is not possible there.”

I suspect that this is still the case (I am using Unreal Engine 5.4) as I had attempted to fake a bit of attenuation by using trigger volumes to fade in/out the audio and discovered that the Audio Fade In/Out and Adjust Volume nodes also have no effect on Media Sound components when running on the Quest. The only node that does seem to work is Media Player Set Native Volume (which does not have fade options).

I also extracted the audio from the movie files and played them with an Audio Component attached to the audio source actor (as synchronization is not an issue for me in this case) but did not remove the audio from the movie files and discovered two things:

  1. Even without any Media Sound components, the audio from the Media Player played in 2D at full volume causing me to believe that attenuation was not working (it was simply covering it up). My solution was to use Set Native Volume to mute the media player, at which point I discovered a second thing:

  2. Even with the Media Player muted in app using Set Native Volume, when recording a video of the VR application (on Quest 3s) the Media Player audio is recorded at full volume.

Note that all of the attenuation and volume controls work fine in editor on Windows.

Having any kind of documentation from Epic or Meta would been helpful.

I hope this post helps others with this issue.