Incorrect audio output for VR

Hi, we have problem with audio output for VR:

If I do not enable XR, the sound plays correctly from speakers and is spatialized.

If I enable XR (both editor and build):

  • Mixed reality headset - the sound plays in headset, but is not spatialized
  • Quest 2 using link - the sound plays from PC speakers
    • If I change output manually from code (i need to find it by name - fragile), it plays in headset, but is not spatialized
  • Quest build - we did not try until PC is fixed

There is always single FMOD listener and is always on the correct camera.

Our application needs to run for all PC OpenXR headsets, Qeust 2,3 standalone, mayber PS VR 2, including all future headsets.

Without FMOD we did not need to change anything and everything worked fine. Please how to fix the output and spatialization?

Hi,

Thank you for sharing the information!

Unfortunately, I was not able to reproduce the issue on 2.03.09.

Could I please confirm which version of the FMOD Unity integration you’re currently using?

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 recreated the problem here:

(branch fmod-with-steamaudio)

  • New Unity project from VR template, converted to URP
  • Added same plugins as in our main project, same setup
  • In readme.md there is description with sample scene and FMOD project path

Also we used the newest FMOD Studio, is it ok or the versions should match?

Thank you for sharing the project and the extra information!

You can find the version number under FMOD > About Integration in the Unity menu.

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:

Editor.log (1.3 MB)

Sorry for the late response.

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?