10-06-2021 08:17 PM - edited 10-07-2021 06:31 PM
Hi,
We are developing a VR game for Quest 2 and PC in Unreal Engine. We are noticing that when packaging to Android vs Windows, the perceived loudness of a given Sound Attenuation asset from the same distance in a given level is much louder in the Android / Quest 2 build compared to the Windows build. We’ve tested the same build, level and asset using the same system settings (volume at max) on a couple of headsets / configurations as follows.
(Configuration 1-4 are essentially the same, whereas Configuration 5 is much louder.)
Configuration 1
Platform: Play in Editor (VR Preview)
Headset: Quest 2
Loudness: Medium
Configuration 2
Platform: Play in Editor (VR Preview)
Headset: Rift S
Loudness: Medium
Configuration 3
Platform: Windows
Headset: Quest 2
Loudness: Medium
Configuration 4
Platform: Windows
Headset: Rift S
Loudness: Medium
Configuration 5
Platform: Android
Headset: Quest 2
Loudness: Very Loud
It appears that something on the Android side is causing the difference in loudness.
What can we do to ensure consistent volume levels across Windows and Android platforms?
Some info about our project setup:
We are using the Oculus Audio plugin. The level in question has a Sound Attenuation asset, Binaural Spatialization Method and Oculus Audio Source Setting to configure Attenuation, as seen on this page:
https://developer.oculus.com/documentation/unreal/audio-osp-ue/
Thank you!