# VIVE Cosmos Audio listening, Unreal Engine

**URL:** https://qa.fmod.com/t/vive-cosmos-audio-listening-unreal-engine/15378
**Category:** Unreal Engine
**Created:** [January 11, 2020, 9:18pm UTC](https://qa.fmod.com/t/vive-cosmos-audio-listening-unreal-engine/15378 "2020-01-11T21:18:55Z")
**Posts on this page:** 2
**Page:** 1

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### Author: ![topman20000](https://avatars.discourse-cdn.com/v4/letter/t/d26b3c/32.png) [@topman20000](https://qa.fmod.com/u/topman20000)
#### Post date: [January 11, 2020, 9:18pm UTC](https://qa.fmod.com/t/vive-cosmos-audio-listening-unreal-engine/15378/1 "2020-01-11T21:18:55Z")

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Good Afternoon,

I’m enrolled in a course for Developing VR for UE4, and I had a question about audio implementation.

Unreal engine supports Plugins for Middleware such as FMOD, Wwise and Elias.

I have recently purchased an HTC Vive Cosmos as the Headset I intend to use for VR Development,

The documentation of Development with Vive details an SDK called 3DSP which is a spatializer compatible with the Unity Engine.

**However I’ve had trouble finding documentation on a compatible audio SDK for Unreal Engine, as well as receiving any replies to my inquiry of the same.**

Question: If I am developing with a VIVE headset for Unreal engine, do I necessarily NEED a VIVE inc. Audio SDK for implementing and triggering audio? If not, is it possible to setup a middleware listener attached to a player in Unreal, the same way as if it was for a Listener in a PC desktop game?

Many thanks for any suggestions.

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### Author: ![cameron-fmod](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/cameron-fmod/32/261_2.png) [@cameron-fmod](https://qa.fmod.com/u/cameron-fmod)
#### Post date: [January 17, 2020, 12:36am UTC](https://qa.fmod.com/t/vive-cosmos-audio-listening-unreal-engine/15378/2 "2020-01-17T00:36:54Z")

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You don’t need to use ‘3DSP’ specifically, you just need some sort of 3D spatializer.

Our docs for [Spatial Audio](https://www.fmod.com/resources/documentation-api?version=2.0&page=white-papers-spatial-audio.html) is probably the best place to start.
