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Hello,

I'm currently working on a 'temple run style' game in which the designer has created multiple environment types which spawn randomly as the player runs. These environments have fire and blue orbs that spawn inside that the player is required to collect. Within Unreal, I have added the Play event to the object's mesh component as shown here. I have then called the event using a Blueprint in the following manner.

On the Wwise side of things, I have my sound file imported into the Wwise project and assigned to an output bus that has the OSP added in the Mixer Plug-in tab after creating an Audio Bus. I have the Positioning settings for the sound source set to 3D and the position source set to Game Desgined. Is there anything that is missing here that may be causing the OSP not to spatialise the sound it's receiving? I have also tried checking the 'Enable Spatilization' option which appears to be native to Wwise. This works but doesn't sound great. 

Any help regarding this will be greatly appreciated. 

Thank You,

Amit.

in General Discussion by Amit B. (180 points)

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