Play sound at capsule location not camera

I picked up the answer at this forum post: Sound Pickup Based On Pawn Not Camera - Cinematics & Media - Unreal Engine Forums

Basically, it can be done in C++ as it is not exposed in Blueprints. You must override the virtual function GetAudioListenerPosition()

My own implementation goes like this:

void ADialoguesPlayerController::GetAudioListenerPosition(FVector & OutLocation, FVector & OutFrontDir, FVector & OutRightDir)
{
	OutLocation = GetPawn()->GetActorLocation();
	OutFrontDir = GetPawn()->GetActorForwardVector();
	OutRightDir = GetPawn()->GetActorRightVector();
}