EVERSPACE™

EVERSPACE™

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audio always plays in oculus headphones
so this is a really irksome thing... i dont play everspace in vr at the moment because, really, its not very good right now (im hoping the release version is better)... however, everspace always routes its audio to the rift headphones, without regard to whether vr is on or not (the O key i believe) or to what my current default audio device is.

the only way i can get it to NOT play on the rift is to disable the rift headphones device. which is workable but irritating, especially when i forget to re-enable it before playing something else.

can we please make it so that if the game isnt launched by the VR menu option (or from within steam vr), it never, ever sends anything to the vr headset? or get a command line option that completely disables it? or something?
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Showing 1-15 of 15 comments
baci May 24, 2017 @ 9:50am 
Typically the oculus headset shouldn't receive audio if you start the game in "normal" mode (by not selecting the VR experimental option in Steam), but if you have problems, you can try adding a launch option to disable the VR plugin completely: Right-click on game in the library, select "set launch options", and enter "-nohmd" (without quotation marks). Then start the game normally. However, don't forget to check out the VR mode with the 1.0 release on Friday :)
radio_babylon May 24, 2017 @ 1:24pm 
it does (receive the audio i mean)... it DIDNT, until the first time i tried the vr launch option. after that, every time, regardless of which launch option i chose, it sends the audio to the rift. its pretty weird, ill admit, but... thats what it does. ill try the launch option for now, and ill definitely be trying the vr mode after launch... im HOPING for something as fantastic as house of the dying sun...
radio_babylon May 25, 2017 @ 6:41am 
nope. even with the -nohmd launch option, and selecting the 'non-vr' option when starting the game, it still plays audio through the rift, and it still launches the oculus home (which usually only happens if a game is trying to use the rift)...

super irritating. hoping this is fixed in the release version
FredTA May 25, 2017 @ 7:04am 
Download a program called AudioSwitch, lets you change the audio output to the rift, your headphones, or your monitor's speakers
radio_babylon May 25, 2017 @ 7:22am 
i get that there are a lot of workarounds for this, that isnt the issue... the issue is, if im launching everspace without the vr support, it shouldnt be sending audio to the rift or triggering oculus home (which is indicative of it trying to use vr even when it isnt in vr mode and with the -nohmd flag set)...
FredTA May 25, 2017 @ 3:39pm 
Ah haha yeah I'm getting this too now I'm trying to play on my monitor, and the program I mentioned isn't working, my audio device is set to my headphones and still going through the rift
radio_babylon May 25, 2017 @ 5:36pm 
so i just downloaded the 1.0 release version, and can report this problem still exists. same issue: select non-vr launch option, oculus home loads, audio is sent to rift headphones. :berserk:
baci May 26, 2017 @ 1:15am 
We have managed to reproduce this on our end and are really sorry about that! Unfortunately, this seems to be due to a bug in Unreal Engine which is not targeted to be fixed until Unreal 4.18 (you can read about the bug here: https://issues.unrealengine.com/issue/UE-39918). We will look into a workaround meanwhile and hope to figure out a temporary fix.
SurfinGremlin Jun 4, 2017 @ 12:08pm 
Are you any closer to a fix for this?

It's annoying enough that I can't disable VR, meaning I get tasked out to the Oculus app, but it seems I can't get the audio through my speakers without disabling the rift speakers entirely, which really isn't a great solution.
D'Shanz Dec 27, 2017 @ 8:48pm 
Just did a search because I'm facing this same issue now. Doesn't inspire much confidence that well over half a year has gone by and issue still persists, but is there any traction on this issue being resolved?
baci Dec 28, 2017 @ 5:31am 
Originally posted by D'Shanz:
Just did a search because I'm facing this same issue now. Doesn't inspire much confidence that well over half a year has gone by and issue still persists, but is there any traction on this issue being resolved?
This is unfortunately still an issue in the current versions of Unreal Engine, but it seems like it's getting fixed in the next version. While I can't promise an immediate fix, we hope to upgrade to a newer engine version containing the fix in spring. Meanwhile, make sure that in the Oculus software in the device settings, the audio mode is set to "keep system setting" (not sure of the exact wording since I don't have an Oculus here atm).
Ardy Feb 9, 2018 @ 1:50pm 
Any update? This is really annoying.
baci Feb 12, 2018 @ 1:49am 
Originally posted by Ardy:
Any update? This is really annoying.
We're currently in the process of upgrading to a newer version of UE. Keeping our hopes up but the issue doesn't seem to have been resolved in their tracker.
Spockferatu Apr 19, 2018 @ 5:09am 
Originally posted by baci:
Originally posted by Ardy:
Any update? This is really annoying.
We're currently in the process of upgrading to a newer version of UE. Keeping our hopes up but the issue doesn't seem to have been resolved in their tracker.

I know this is an old thread, but I wanted to share this temporary fix that was originally posted by Simarills. I came across this thread and several others before finding this solution so I am posting here for posterity to save them a few clicks. :)

You can temporarily bypass this issue by disabling the RIFT Headphones in Windows under Default Playback Devices. Simply disable when you want to play Everspace, and enable when you want to play VR. It's not perfect, but WAY better than nothing!
baci Apr 19, 2018 @ 5:23am 
Originally posted by Spockferatu:
Originally posted by baci:
We're currently in the process of upgrading to a newer version of UE. Keeping our hopes up but the issue doesn't seem to have been resolved in their tracker.

I know this is an old thread, but I wanted to share this temporary fix that was originally posted by Simarills. I came across this thread and several others before finding this solution so I am posting here for posterity to save them a few clicks. :)

You can temporarily bypass this issue by disabling the RIFT Headphones in Windows under Default Playback Devices. Simply disable when you want to play Everspace, and enable when you want to play VR. It's not perfect, but WAY better than nothing!
Good suggestion! It also seems like this finally got fixed with Unreal 4.18, which we upgraded to for the upcoming patch.
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Date Posted: May 24, 2017 @ 9:40am
Posts: 15