Take the engine out of the equation - learn to design sound(s) specifically for videogames.
Chances are its probably not all that different from what you already know and do.
Each engine inplements things slightly different thereafter. But.
They generally all have spacially adaptive sound (so the sound is dampened locally to the 3d world it is in.
Some engines (not unreal) take that to the extreme by making almost 0 work on your part.
Put a sound in a properly designed building and it will echo just based on the acoustics calculated off collisions.
Others, like unreal, will require you to step in and manipulate things a bit.
Btw, remeber that 90% of the industry treats sound as an afterthought. If even.
The days of games like Oddworld are far past and will likely never come to be again. Blind/impared people are always just sol when it comes to videogames…
I have really never seen anyone even try anymore.
AAA stuff is often shippped with music destroying dialogues, inappropriate levels/pitches, and just badly placed queues…