Despite the usage of the same ToOVRVector as GearVR, the coordinate transformation from UE4 coordinates to Oculus coordinates appears to have the z-axis reversed. This results in sounds being slightly filtered in the front vs the back. The effect is noticable with samples that have high-frequency sounds. Oculus performs a filter on sounds that are "behind" the listener, not in-front.
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-25579 in the post.
| 0 |
| Component | UE - Audio |
|---|---|
| Affects Versions | 4.10 |
| Target Fix | 4.11 |
| Created | Jan 16, 2016 |
|---|---|
| Resolved | Mar 14, 2016 |
| Updated | Apr 27, 2018 |