Using Additional Spatial Audio Volumes as Ambient Sound Layers
I'm exploring the implementation of additional Spatial Audio Volumes (UE5/Wwise) solely as volumetric sound sources to serve as supplementary ambient layers - without aux/diffraction/surfaces processing, just AK events/roomtones.
Example of use - irregularly shaped clump of trees, that player can go around and/or enter. Volume serves as a precise boundary to which a single sound event is attached, saving time I'd otherwise need to cover the area with multiple emitters.
For context, I already have Spatial Audio Volumes placed throughout my levels that handle spatial audio, reverbs, and roomtones. These new volumes would be an additional layer on top of the existing setup.
I've tested this approach, and it appears to work - Spatial Audio Volumes with the same priority don't seem to exclude each other. However, this observation conflicts with the Wwise documentation, which states that when Spatial Audio Volumes share the same priority, a random one will be selected.
My questions are:
- Is my current implementation working as intended?
- Or is this behavior possibly a bug that will be addressed in future updates?