I have a user who is using an HTC Vive and reporting that they are not getting sound in my game and they’re not getting sound within “The Brookhaven Experiment”. They are able to get sound with every other VR game online.
I created an empty project and put a sound asset in there which plays 2 minutes of music, all with default settings. Then I packaged it up, tested it, verified that it works on my hardware and has sound, and then sent it off to the user. They tried it and reported that they don’t get sound.
I then modified the blank project and disabled the “Enable VR” node in the “Begin Play” event, so the game launches in windowed mode. I packaged it, tested it, sent it off, and the customer reported that they got sound.
Could it be an engine problem?
I asked him to send me a list of all the VR games which he gets sound in. Here’s his list:
Out of Ammo
The Solus Project
Spell Fighter VR
Surgeon Simulator VR: Meet The Medic
Surgeon Simulator ER
Craft Keep VR
Sword Master VR
Waltz of the Wizard
non steam game Yiffalicious (This one I know for sure is made in unity)
We know that “The Solus Project” was made in UE4, and if he’s reporting that he gets sound, then it can’t be an engine specific problem (unless its a specific engine version problem).
What we know:
-Using SteamVR with HTC Vive
-Sound works with “The Solus Project”, which is made in UE4
-Creating a blank, vanilla UE4.13 project which plays sound works when NOT in vr, but FAILS when in VR.
-Using the audio port on the back of the Vive
-user is on a laptop with NVidia GTX 950
-All drivers are up to date
-All unity VR games work without any issues
What I’m uncertain on:
-Whether “The Solus Project” starts with VR automatically enabled or not
-Is it a SteamVR configuration issue?
-Is it a hardware incompatibility issue?
Any ideas what could be causing this? Are there any sound configuration settings I need to do on the project side?