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AudioDeviceModuleName=XAudio2
This avoids needing to set the -audiomixer flag and I've found it to be more reliable.
AudioDeviceModuleName=AudioMixerXAudio2
And it can be set in the editor build or in the project, they should be made consistent.. The line in my first reply actually disables the new audiomixer.
I would recommend if you have not already, check the project settings for your project and on the Platform section select the platform you are creating for i.e. Windows. And check that the built in audio preferences are set to Steam Audio. That coupled with the -audiomixer flag for starting the project / editor should get it up and running. That was one of the issues I was having as well.
I can access the settings of SteamAudio(if i didnt had the flag I would not see the settings of steam audio)
Platform->Windows:
Spatialization set to Steam audio
Reverb set to Steam audio
Occlusion set to Steam audio
Were already set to steam audio.
I dont know what im doing wrong, occlusion is a nice example it works with the build in system but with the steam audio it doesnt. Im using phonon Occlusion Source Settings.
Thank you
Have you added the phenon materials to your objects in the scene and exported it?
The materials are needed for both occlusion and reverb (both real-time and baked) to work properly.
Barring that, if you still have problems getting it to work. I would start from the beginning. Turn all the SA stuff off. And revert back to built-in. Then go through the process of setup, step by step. I had to do that which helped me realize that I missed the platform section when I couldn't figure out how to get my setup to work.
For more information, see: https://steamcommunity.com/games/596420/announcements/detail/1589135317217982691