Audio no longer works when connecting to Windows 11 via AirLink/Link Cable
[Note as of 12/6/2025 - For me, this was fixed by the latest update to the Horizon Link software, and joining the Beta Channel is no longer needed.] The Problem: As of 11/26, I no longer get any audio through my Quest3 headset while I'm connected to my Win11 PC via AirLink. This has worked for me for years, and this is the first time I've had an issue with it. The only change I'm aware of, is that I did a 'Repair' using the Oculus Installer to solve a different issue I was having (a "can't find OculusClient.exe" error). After the Repair (which looked successful), I started having this audio issue. To be clear, audio works fine for me in the headset when I'm not connected over AirLink. Once in AirLink, I get no audio from any desktop Oculus app that I run. I've tested a few. When I leave AirLink, I get local audio in my headset again. Solutions I've Tried: There are a fair number of support threads on this kind of issue here and in Reddit, and I believe I've Googled and found them all. None of them have solved my issue. Here is the list of things I've done: [Note: Just because a solution didn't work for me doesn't mean these are bad solutions. Some of these have worked for others. Indicated by a (*). As of 12/4 the solution marked with (***) now works for me!] (Last updated 12/4/25) Use cable instead of AirLink (*) Run the repair using the Meta Quest Link (Oculus) Installer (*) Uninstall Meta Horizon Link, reboot PC, reinstall the app, reboot PC and Quest 3, and try again Scan the Setup and Driver install logs for errors (I don't see a smoking gun, but the logs are attached to this post) (*) Manually uninstall the Oculus Virtual Audio Device input driver from device manager, then uninstall and reinstall Horizon Link (also rebooting in between steps again, to be sure) (*) Rename my Oculus Virtual Audio Device to "Headphones" (It used to be named "Quest VR", and it worked fine, but I changed it back to Headphones after reading another forum post) (***) Join the Horizon Link Beta Public Test channel, let the app update, reboot my PC and Quest, and trying again Unpair my Quest3, uninstall Horizon Link, delete ...AppData\Local\Oculus directory, reboot, reinstall, repair the Quest and try again Uninstall Horizon Link using Revo Uninstaller, let it do a complete post uninstall clean, reboot, reinstall, try again Reboot my PC and Quest 3 many times by now during various troubleshooting steps Obvious steps: make sure I can get audio on my PC through other outputs, make sure the volumes are correct, make sure that correct audio devices are selected at the right times, etc. My Settings Here are what the relevant settings on my PC look like when I'm connected via AirLink. Audio Devices Meta Link Program I have also tried all the combinations of Hear VR Audio from Computer and Hear Computer Audio in VR, but the screenshot below shows what used to work for me and now no longer works. Audio Devices The Virtual Audio device is present, enabled, and can get audio. It is also named "Headphones". NOTE: Something I find a little bit weird is that when I'm connected via AirLink, the volume is always showing at 1/2 level, even when I have no audio playing on my PC. When I disconect from AirLink, it stops doing this, and only shows the audio bar when something is actually playing. I don't know if this behavior occurred before my issue started, or if it coincides with it. Audio Devices Here are all the audio devices on my PC. I don't know exactly what I'm looking for, so I don't know if this is correct or not. It looks correct, although I do find it a bit strange there is no Oculus Virtual Audio Device under the Sound, video and game controllers section Drivers I can tell that the drivers are being updated whenever I install the Meta Quest Link Program, because the timestamp of these files is always updated NOTE: I do find it a bit strange that the Oculus Virtual Audio Device shows different driver information depending on where I look. Here it is in Win11 basic settings: Here it is in the Device Manager: Worth Mentioning (Windows error after Installation) Whenever I finish an installation or repair, I always get this error. I don't believe this is related to my audio issue, because my installation seems successful, as shown in my previous screenshots. But it's worth mentioning. NOTE: the Meta Quest Client is NO LONGER called 'oculus-client\OculusClient.exe', but simply 'oculus-client\Client.exe'. I don't know where on my PC there is old data pointing to the old filename, but it clearly affects the installer (even though I just downloaded the latest version from the website). I also had to manually fix my Meta Quest Link shortcut that had this same problem. I've been a user since the original retail Oculus, so maybe that's why this happened to me once the devs changed the client exe name; not sure. Again, I doubt it's even relevant. Obviously I didn't have this issue way back when I first bought my Quest 3 and set all this up. Thanks for any help with this issue.Solved3.2KViews34likes87Comments- 3KViews11likes7Comments
Allow option for internal speakers to work with headphones connected / 3.5mm / BT
Hello, Quest 3 feedback suggestion: Allow option for internal speakers to work with 3.5mm or bluetooth headphones connected. Reason: For devices such as the Woojer haptic feedback vests, straps or subwoofers, you cannot use the built in speakers due to connecting these either via the 3.5mm jack or bluetooth. Adding this as an option would not hurt anything, heck you could even add a pop-up to note that this setting has been changed and where to find it each time something is connected. Advantage: There would then be no need to use additional headphones when wearing a haptic vest, haptic strap or when using a subwoofer. Headphones can be cumbersome or not even possible to use with most VR headstraps. Many thanks for listening.260Views4likes5CommentsSpeechRecognition in webxr
I was using a third party component to do speech recognition in webxr, but then realized there is a browser api for this. Quickly changed app to use this and realized it doesn't seem to be exposed on meta quest2. Anyone know if that's on the roadmap or it's maybe called something else? (I couldn't find anything that indicates it was implemented on the native oculus browser).1KViews4likes1CommentRequest for Enhanced Audio Routing Controls with External Microphones on Meta Quest
Hello Meta Team, I’m reaching out to request improvements in audio routing control for the Meta Quest, especially when using external USB-C microphones. Currently, the Quest OS automatically routes both audio input and output through the USB-C port when an external microphone is connected. This setup unfortunately limits flexibility, as audio playback through the device’s internal speakers is disabled, which contrasts with the more granular audio routing available on many Android smartphones. Use Case and Rationale: This limitation impacts a wide range of VR use cases, such as: Recording and Streaming: Many creators and developers require the ability to record or stream with an external microphone while still using the Quest’s built-in speakers for monitoring or providing immersive soundscapes. Accessibility and Communication: Granular audio routing control could greatly benefit users with specific accessibility needs or those using VR for social applications, where communicating through an external microphone and hearing output via speakers would enhance the experience. Application Flexibility: Several VR and AR applications rely on custom audio setups that would benefit from per-device audio control, similar to standard Android settings where users can select preferred input and output sources individually. Feature Suggestions: To enhance audio routing control, I’d like to suggest the following features: Option to Separate Input/Output Routing: Allow users to select audio input (e.g., an external mic) and output (e.g., internal speakers) independently, akin to Android’s audio settings. Persistent Device Preference: Provide a setting to enable/disable automatic audio routing to USB-C devices upon connection, similar to the “Disable USB audio routing” option on Android. In-App Routing Controls: Ideally, allow apps to query and set audio routing preferences directly, enabling custom audio experiences within VR applications. I believe that these enhancements would not only improve accessibility but also expand the creative and practical applications of the Quest headset. This type of control is becoming increasingly essential as more users integrate VR into production, education, and social environments. Thank you for considering this request. If there’s any way to provide feedback or be part of testing new audio features, I’d be happy to participate!364Views3likes0CommentsQuest 3 has no audio when connected to PC
I recently get the Quest 3, and for some reason I can't get the audio to come through my headset when it is connected to my PC using a link cable or AirLink. It shows as a device in the sounds settings and it is enabled in the audio Control Panel Playback section. I never had this problem on my Quest 2. I have updated the drivers, tried disabling the Nvidia High Definition Audio driver. Any help greatly appreciated! Note: This green audio bar next to the Oculus audio device stays at half-full whether the computer is playing or not. Not sure if that helpsSolved50KViews3likes48CommentsPreferred audio rate-- 44100 or 48000?
I have a choice, when synthesizing the audio for my app, of doing so at 44100 or 48000 hz. Is one "better" or more natural for the Quest? That is, does the Quest have some "true" resolution that it is resampling to, such that in fact if I submit (for example) a 44.1khz sample stream to OpenSL, it will be internally resampled to (hypothetically) 48khz before hitting the DACs? Or vice versa? Will Oculus Audio work better with one sample rate vs the other? The Oculus Audio reference guide says "44100 and 48000 are recommended for best quality". Is this a promise that the Oculus devices are equally capable of playing either a 44.1khz or 48khz sample stream at native resolution? (If it helps, I am developing against the Native/C++ API.)8.7KViews2likes7CommentsQuest 3 — Still no PC audio when using Link via USB-C (2025)
Hi everyone, I am reopening this issue because it still happens in 2025. My Quest 3 loses all PC audio when using Link cable. Windows shows “Oculus Virtual Audio Device” and the audio meter moves, but there is no sound in the headset. Cable has been tested by the app and works at full speed. If I use the “Repair” option in the Meta/Oculus PC app, the audio works again. But after a few days, the problem returns and I have to run Repair again. This happens almost every week. This makes the headset annoying to use because repairing the app takes several minutes and should not be necessary for basic audio output. Why this is a problem: -Repairing the app every time: takes several minutes -closes services and restarts the PC app -sometimes resets parts of the configuration -shouldn’t be necessary for such a basic feature What I already checked: -Oculus Virtual Audio Device set as default in Windows -Volume and sound device settings are correct -Good USB 3 cable and port -Quest audio works fine in standalone mode -Windows 11 fully updated -Meta PC app fully updated What I am looking for: Are other users still experiencing this? Does anyone know what keeps breaking the audio driver? Is there a permanent fix that avoids repairing the app constantly? Meta support: when will this known issue be solved??? Thanks in advance for any help or new information.295Views2likes6CommentsMeta Quest 3 not capturing in game audio
When I'm recording a video it captures my voice but no in game audio. I've been trying to fix this for hours now. I've tried everything from completely rebooting the vr to checking all the settings making sure there correct and also checking for any updates. I really dont understand why its not working.1.1KViews2likes8Comments