Can AudioVolume with reverb affect sound cues within it even if player is not standing there?

I tried searching for this topic in many varying ways to no avail, so I am hoping someone can help me out here.

I have this room setup for a first person game. The light brown area is carpet, and the yellow-ish area is a tiled bathroom. The bathroom has an AudioVolume covering the whole area, with reverb applied. If the player enters the bathroom, they can interact with any object that makes sound, including their own footsteps, and the reverb effect is audible as expected.

However, if the player is in the carpeted room, and throws an object from where they are standing into the bathroom, there is no reverb effect. I suspect it’s because the player is no longer standing inside the bathroom’s AudioVolume. But this this sounds pretty unnatural when it happens; I’d expect there would be some amount of reverb being played at the location of the object (which I have it setup to Play Sound at Location) even if the player is not in that same room, but a few feet way from it. I also plan to do something similar where the player can throw something down a long shaft, and I’d expect to be able to hear reverb when the object impacts the ground, if there is an AudioVolume down there, even if the player is up on the surface.

So my question is, is there a way either with AudioVolume or some other feature to be able to affect sound cues on objects at a distance from the player, even if the player is not standing where that object is?