On Oculus I hear all our spatialized sounds correctly, as well as all our ambient sounds. On Vive, I hear only our ambient sounds… with one exception.
Most of our spatialized sounds roll off around 50m, but we have a shotgun blast that has a much longer attentuation range. On Vive, if I fire that shotgun right next to my head (kids don’t try this at home!) I can hear the gunshot as if it’s very distant. On Oculus, if I do the same thing I hear the gunshot right next to my head like you’d expect.
I’m driving the listener position via an overridden APlayerController::GetAudioListenerPosition which just returns our current head transform. This logic is identical regardless of which HMD we’re running on.
Are there differences between Oculus and Vive that I need to account for in our game code/audio configuration?