Sorry, ran into length issue… continued…
Another way to have better control of your sound prioritization is to control your sound concurrency in smaller groups rather than use the global pool. This is the motivation for the new sound concurrency feature. Using the sound concurrency feature you can create groups of sounds that limit each other and you can impose a global limit on the number of sounds allowed to play in a given class before it gets to the global voice-limit of 32. This will provide better control so that you can have a much better idea of what sounds will actually play. In the case of footsteps, you can create foot-step concurrency group, decide to limit the concurrency by using StopFurthestThenOldest rule, and set the concurrency limit to something like 5 sounds. Since footsteps are typically shorter duration and the ones you really want to hear are usually the nearest ones, this will prevent the footstep sounds flooding your global voice pool (of 32) and you’ll probably be able to hear almost every footstep, assuming there isn’t some other crazy thing going on with your other audio. In that case, the audio scene is probably complex enough that some missed footsteps are probably not a big deal.