No sound on Oculus Quest

Hello! My game audio works fine on Windows but when I deploy and run it on Oculus Quest (Android) I get no sound at all. I think the issue is that no audio device is detected. GEngine->GetMainAudioDevice() gives nothing. I have tried with both the speakers and a headset, and both AudioMixer and Oculus Audio are enabled. Does anyone have a clue on what’s wrong?

I have made some discoveries. Audio actually works fine when I use Blueprint to play a regular USoundCue, but when I use C++ to play a USoundWaveProcedural with UGameplayStatics::PlaySound2D nothing happens.

I also tried wrapping the procedural sound wave in a USoundNode and add it to a sound cue (explained in this thread: https://forums.unrealengine.com/deve…544#post239544). It works in the editor but still no sound on the Quest. I don’t know what to do next. Maybe you have a clue @dan.reynolds? Any help is kindly appreciated.

Setting bLooping to true solved it. This was not the case before AudioMixer and it’s counterintuitive that we have to this when Duration is set to INDEFINITELY_LOOPING_DURATION. And I’m not the only one who think this: https://forums.unrealengine.com/development-discussion/audio/1611929-procedural-sound-wave-playback-issues-upgrading-to-new-audio-mixer