Dear All,
Me and my team experience weird behaviour from Audio Gameplay Volumes priority system which have led us to realization that something might be broken within.
So when setting up a AGV with Filter, Attenuation component priority works great when listening from the outside, or in other words: in the direction in which Priority grows. But when Player is inside a AGV of higher Priority (to be precise: inside a volume with a component of higher priority) and listens to a sound which is outside of it, but still inside a AGV of lower Priority, the sound is unaffected.
I have also experienced this issue with the SubmixSend and Reverb component but SubmixOverride one works, given all that - surprisingly, very well.
To test it we have a relatively simple volumes setup: AGV_1 is bigger and has less intense Filter settings (1kHz for Interior and Exterior) and AGV_2 is smaller, hidden completely inside AGV_1 and has intense muffling setup (100Hz for Interior and Exterior). AGV_2 has a greater Priority on Filter and AGV_1 has smaller Priority on this component.
When I have made a similar setup using old Audio Volumes - it works as expected, and Priority issues mentioned before are not present.
We work with modified UE 5.5.3, but I have experienced it also on Vanilla 5.3.2 with the same result.
Is there anything that we might be missing from the setup, or missunderstand in terms of how this system is supposed to be working here?
Finially - if it is a bug - is there any chance for it to be corrected in future releases of UE?