Our game is a mix of sandbox and enclosed experiences. As such, we use state mixing to make shared sounds usable across a variety of content since characters cross over between the multiple types of areas. Being able to change volumes and high/low-pass filters based on states has been an invaluable addition! However, the inability to change fall off, range, and priority are huge hindrances to offering a well-mixed experience across the different game modes. Furthermore, much of this content is dynamically mixed based on our bus structure, so being able to swap buses and override auxes based on states is paramount.