Where can I find the current FMOD version in Unity imported plugin?
Unity version is 6000.1.14.
I tried to update to latest version but then it could not find dlls for Steam Audio.
Steam Audio is currently not used, but v4.6.1 is imported in the project, we plan to use it once FMOD works. We cannot update Steam Audio to latest version, because on play it immediately crashes the editor. This version of SA works with the FMOD, but no matter if we enable it or not, the audio output is incorrect.
I will try to create new simple project, reproduce the problem and share it.
I have checked your project and confirmed it uses 2.03.09, which matches the latest FMOD Studio version at the time you mentioned.
Unfortunately, I was not able to reproduce the issue you described. When testing the project in Quest 2 Link mode, everything worked as expected on my end. The sound output came directly from the headset instead of the PC speakers. The sound also follows head rotation and spatialization behaved correctly when moving around the FMOD sound GameObject.
Could you please set the Logging Level to Log and enable API Logging, then share the full log, so I can compare it with my local setup and see if there’s anything different that could explain the behavior?
With Quest link there is sometimes problem, that it steals all the PC audio. So in your case it could possibly send the audio to PC, but quest link forced it to the headset. Please verify if you stop the game, that any sound (e.g. youtube) is going to PC and not the headset.
I tried it on 2 PCs, both have same problem:
Win10 with Reverb G2 and Quest 2
Win11 with Quest 3 and different Quest 2
I’m sending the log, this is from the test project:
Based on my testing, it looks like the audio routing depends entirely on which Windows output device is set as the default before entering Play Mode.
If Windows is set to my PC headset by default, the first launch mirrors audio to both the PC and the Quest headset, and the second launch outputs only to the PC headset.
If Windows is set to “Oculus Virual Audio Device” by default, all FMOD audio outputs correctly to the Quest headset only.
This suggests the issue on your side may be related to Windows automatically switching the default audio device when Quest Link is active.
Could you please check which device is selected as your Windows default output right before you enter Play Mode, and whether it changes automatically when you start the scene?