We are currently trying to implement a 3D Audio Option in our Game and we have encountered this problem with the current “SimpleITD” Audio Plugin for the Sound Spatialization. The problem is that the positioning and binaural output appears to be malfunctioning. We are using a custom UE 5.5 solution, so we tried to test it in a proper UE 5.6.1 standalone ThirdPerson project and it also happens.
I have attatched a video evidence of the problem were you can listen that the sound is making a “ping pong” effect and positioning really bad. We have tried to use a ITD curve to minimize the effect, but there is no solution. In this example we are using a generic grenade sound extracted from Lyra and the Attenuation settings are shown in the atatched screenshots. In our project we have tested also with metasounds and there is the same problem.
Please, Could you provide us some advice on implementing a 3D Audio alternative for our game?
Steps to Reproduce
In any project since UE 5.5 with any sound using spatialization attenuation and the “plugin-spatilizated” as Spatialization Method. With the “SimpleITD” Plugin as Spatialization Plugin. Place this sound in a map or make ir spawn looped in a map location. Observe how it starts to play with a notable delay making like a “ping pong” effect in regard. Also, with the cheat “au.DisableBinauralSpatialization 1” this effect is mitigated.
Thank you for your response and Fix. We implemented the fix in the Delay.cpp code and it worked! Now the system appears to play the sounds spatialized in 3D.
Once again, thank you for the early response including the proper fix.