I want to make my project Dolby Atmos ready. I modified the 2.01.09 UE4 Integration with the Spatial 7.1.4 settings available (the code is available inside FMOD GitHub repo). With Dolby Access installed and configured, following this tutorial by Dolby (Getting Started in Dolby Atmos with FMOD on Vimeo) when I launch my game, my AVR recognizes the signal and switch into Dolby Atmos mode. After that in FMOD Studio, I simply used a sound with Spatializer Effect and Height set to maximum. Playing in Studio : sound on my roof speakers OK. In UE4 : sound on my roof speaker OK.
The thing is when I switch from channel based approach to dynamic object with 3D Object Spatializer. In Dolby’s tutorial, the guy is putting the effect AFTER the fader effect and when I do that, no matter where up is my sound, it’s rendering in 7.1.
The thing is, if you put 3D Object Spatialzer BEFORE fader effect, now it totally works. I can move my object around my camera and it’s sucessfully panning on all the channels.
Is this an error of Dolby or is the 3D Object Spatializer not working correctly ? And after that, with sound consume before fader, how can I set things like volume or can I even add an effect before 3D Object Spatializer effect ?