Sound ignores Attenuation settings

Hi all- as it says in the title, I’m struggling to get attenuation settings to do anything. Either the sound doesn’t play at all, or it plays at constant volume around the entire level, as though there’s no attenuation.

I have a (looped) wav that I’m playing, via an audio component on a blueprint actor. I’m using spherical falloff, and the radius seems fine for both inner & falloff radii. Playing with those values & attenuation function don’t seem to do anything.

I am using a soundmix & mixer class, as well as using ‘override attenuation’ in the audio component.

There’s a lot of different ways of starting and stopping sounds. For each of them, the attenuation setup seems to vary somewhat.

I found this works:

Use SpawnSoundAttached, or SpawnSoundAtLocation, and have the attenution setup like this:

for close and

for more distant.