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.
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Component | UE - Audio |
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Affects Versions | 4.10 |
Target Fix | 4.11 |
Created | Jan 16, 2016 |
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Resolved | Mar 14, 2016 |
Updated | Apr 27, 2018 |