Help! Active Spatial Sound is always active even when disabled with VR / home theater setup

Hi all

I’m wondering if anyone else has hit the same issue I’m currently faced with or knows of a solution.

First things first, my setup:

I’m using an Oculus Quest 2 with Airlink connected to my Windows 11 desktop PC. The PC’s HDMI port is connected to my home theater system (a Yamaha RX-V479 with 5.1 speakers) which in turn is connected to my TV. I then have a secondary, speakerless monitor connected to the PC via DisplayPort. The Oculus app is set not to hear VR audio from computer or to hear computer audio in VR, if that makes any difference.

My problem is that Active Spatial Sound is active for me at all times, even when explicitly disabled in Flight Simulator and in the sound settings for the relevant devices (both my TV and Quest 2.)

That is to say that if I take the headset off and cover the proximity sensor with my hand, then turn the headset to mimic “looking around” suddenly, I will instantly hear the sound field broadcast from my home theater setup shift around me. Turn the headset back to look straight again and the sound field will shift back.

Clearly, this is incorrect behavior, as the whole point of having my speakers surrounding me is that the application doesn’t need to mimic the shift from turning my head, because I’m already hearing the sounds from the correct directions. By shifting the sound field around me, it’s effectively doubling up and making the sounds appear to come from the wrong directions every time I turn my head in VR.

Just to show my settings…

Active Spatial Sound disabled in MSFS and TV selected as both my main and communication output device:

…and the same thing indicated when VR is active, too:

Spatial Sound set to Off for the TV output in Windows 11:

image

Spatial Sound set to Off for the “Headphones” Oculus Virtual Audio Device, too:

image

Oculus app set not to play VR sound on PC or vice versa:

As-is, my only working option seems to be to disable my home theater system and use the built-in sound on the Quest 2, where it actually makes sense for the sound field to shift to match my head being turned. But the Quest’s speakers are dismal, tinny affairs compared to my 5.1 surround system, so this is a deeply subpar option.

So… What can I do to fix this? Why can’t I turn Active Spatial Sound off and have the sound field rendered relative to the position of the world around me and not relative to the position of my head? What am I missing here?

Any help very, very gratefully accepted!

I’m having this same issue with a Pimax Crystal, so I don’t think it’s anything to do with the Quest.

Very annoying to have the levels change when you move your head. I think it’s just a missing option to disable spatial sounds in vr…

I’m guessing you haven’t found a fix?

Nope, no fix so far I’m afraid. I was guessing it likely wasn’t Quest-specific but it’s good to have a confirmation of that! Sadly it seems like this thread is getting no attention whatsoever so we’re unlikely to get a fix any time soon. :frowning:

Asobo never (I can remember only a few exceptions over the years) reacts to the posts here. They set their own priorities. VR is rather not their priority due to small share of VR users.

I was referring more to a fix prompted by other members. I highly doubt anyone at Asobo was even aware of a post with only one reply I’ym two weeks

I guess not so mamy users running sim sound from a home theater system, as this would be a bit annoying to the family.
Reverb G2 and Pimax Crystal have great audio, so for me no need to generate the sound via external sound system.

I get your point about most people using headphones and think you’re on the money.

I might be a bit of an audio snob, but IMHO small speakers like those in headphones or the Pimax just aren’t capable of producing the low tones of an engine spooling up. In general I haven’t been too impressed with the sound from the Crystal to be honest.

The soundscape in MSFS is so impressive on larger speakers with a decent amp so well worth a try it if you get the chance, makes quite the difference :slight_smile: .

Exactly, I 100% agree with this. You lose most of the low end on headphones and built-in VR audio.

For the true low end I have the Buttkicker. Allows me feeling the vibration, not necessarily audible in the entire house (assuming your sim chair is isolated from the floor by some carpet).

That would help, I’m sure, but not all the missing audio bandwidth is in the subwoofer range. You lost a lot of the low mids without a well configured subwoofer too

You are lucky with your family allowing you to have full-scale sound rumbling for a 2h flight :wink:

Being a single Dad who frequently has the house to himself has to bring at least some advantages lol

Just giving this a quick bump as it’s been over a month now and perhaps someone has discovered a solution?