In my Unreal project (4.18.3) the audio is working fine while playing in the editor, but doesn't work (it's completely silent) in a Shipping build.
If I use the Vive instead of the Rift with the exact same Shipping build the audio works fine, so it's definitely an issue with Oculus.
I have tried running the shipping build from my hard drive, but have also uploaded it to the Alpha Release Channel for my project and downloaded it and played it through the Oculus store with the same result.
The build is successful, but it does include these lines in the Output Log, which seem like they might be relevant:
I'm having the same issue. Running oculus Validation script on the audio section returns that the audio always goes to windows default output. Tried other builds with: -Setting Audio Device to 'Headphones (Rift Audio)' (makes validation test fail saying it shouldn't play through oculus phones in the first time) -Audio spatialization plugin ( I know it shouldn't affect but I have no idea anymore)
Couldn't figure out how to fix yet, any news on that @imperativity?
UATHelper: Packaging (Windows (64-bit)): [OVRPlugin][ERROR] Cannot get preferred VR audio IN device.[OVRPlugin][ERROR] ovr_GetAudioDeviceOutGuidStr failed:
UATHelper: Packaging (Windows (64-bit)): [OVRPlugin][INFO] [CAPI] LibOVR module is located at C:\Program Files\Oculus\Support\oculus-runtime\LibOVRRT64_1.dll[OVRPlugin][INFO] Connected to the server running version (prod = 1).1.28.0(build = 633101) feature version = 0. Client runs version (prod = 1).1.28.0(build = 0) feature version = 0[OVRPlugin][INFO] IA
D changed to 58.5mm
UATHelper: Packaging (Windows (64-bit)): [OVRPlugin][ERROR] Cannot get preferred VR audio OUT device.
I believe you will need to leave the Audio Device field blank, in your UE Project settings. I attached an image of the settings I have used with an app that succesfully passed this test.
[SOLVED] (with caveats): I checked my project settings and the option 'bStartInVR' was set to false. When I changed to true, oculus validation audio test worked, but the caveat is that this flag crashes UE4 on launch (at least on 4.18 which is the one I'm using). So its more of a UE4 problem but this should be noted anyway, thanks for the attention @juanoldinho and @imperativity !
I'm having the same issue. Running oculus Validation script on the audio section fails and returns that the audio always goes to windows default output. Tried other builds with: -Setting Audio Device to 'Headphones (Rift Audio)' (makes validation test fail saying it shouldn't play through oculus phones in the first time) -Audio spatialization plugin ( I know it shouldn't affect but I have no idea anymore)
Couldn't figure out how to fix yet, any news on that @imperativity?
I'm having the same issue. Running oculus Validation script on the audio section fails and returns that the audio always goes to windows default output. Tried other builds with: -Setting Audio Device to 'Headphones (Rift Audio)' (makes validation test fail saying it shouldn't play through oculus phones in the first time) -Audio spatialization plugin ( I know it shouldn't affect but I have no idea anymore)
Couldn't figure out how to fix yet, any news on that @imperativity?