@**bookerTjones, **were you able to get steam’s occlusion to partially occlude? for me, if you walked behind a wall, no matter how i had the custom values set, it would occlude the sound 100 percent. also, i haven’t been able to get it to do much in the way of obstruction, despite the multiple raycasts which, i would think, would allow for that.
i think you may be able to handle the built in reverb with a combination of the sub mix and the attached picture of the node in blueprint, but dan would know better.
at the moment, we are moving towards using resonance (or just sticking to built in) due to its spatialization sounding the best out of the box to my ears, it supposedly being efficient, as well as it properly playing back ambisonic files locked to the world.
steam is powerful, but also has been very inconsistent for me… and with its potential cpu overhead (baking being a time suck and potential journey to hell authoring-wise), too risky.
oculus, yes, still has that weird phasey/flangey thing going on and have no idea how to access most of its features (documentation says use wwise/fmod)… i thought it might be user error, though.
looking forward to answers to the questions you posted and thanks for your thoughts!