The sound is played on the wrong audio device when launch via Air Link with Oculus SDK #228
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I'm using Godot 3.4 on Windows 10 with Oculus Quest 2 connected via Air Link.
The Air Link creates a separate audio device for the HMD: Oculus Virtual Audio Device. All of the games using Oculus SDK (Beat Saber, Pavlov, etc) auto-select that device and I can hear the sound from the game without changing the default audio output for my PC.
However, when I launch my Godot project with Oculus SDK, the game still plays sound to that default audio output, not to the Oculus one, so no sound is there unless I capture the desktop.
If I launch the game via SteamVR everything works fine.
I can upload the video of the bug in action, if it's necessary
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