(Bump)
is for a VR game, so spatial is true for all sfx.
I’ve got sound cues for Punch (when enemy is hit), Enemy Attack (when enemy starts to attack player), Enemy Alerted (when player is in range of enemy), and Death (when enemy dies). Left all their settings at default, and all of them are played via an audio component on the Enemy. Each of these cues has a modulator (with a random pitch) before the output just to get some variation.
There’s an audio component on the player that plays the music cue.
Whenever any of the sfx play, the music will reduce volume to ~.4 of what it was, and then gradually return to normal. Makes it seem like the sfx takes priority, and I don’t want that.
I tried to reduce the concurrency priority of all the SFX to .9, leaving the music at default 1, AND tried disabling spatialization for the music, but it still dims out whenever the SFX play.
Anyone know how to make it so the music volume never gets affected by anything automatically. I want to fade it in/out start and stop it manually.