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Hey all! I’m working on a VR project using Unity, FMOD, and the HTC Vive. I tried using the Oculus SDK and spatializer plug-in by following this guide:
https://forums.unrealengine.com/showthread.php?61257-An-idiots-guide-to-using-the-Oculus-SDK-with-FMOD

However, the sound in-game does not seem to be located correctly. No matter which emitter I play a sound from, it seems that the sound is coming from a fairly static central area. I thought this might be a problem with the Oculus plug-in, so I got rid of it and tried using FMOD’s built-in 3D panner, but the problem remains. The sound seems to be coming from a static central area. Does anyone have any insight as to why this might be happening? Thanks!

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Check the following:

  • You have the FMOD Studio Listener attached to your game camera
  • You’ve added OvrFMODGlobalSettings to a game object in your scene
  • You’re setting the position on the events (if you’re starting them in code yourself)
  • Thomas

    Oops! I’m stupid. I simply forgot about the position parameter in my code. Thanks a bunch!

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