I am doing sophisticated audio relocation thing which need to specify different occlusion and obstruction values for each relocated sound of an original sound.
Therefore, I decided to play an exact copy of the original sound using the overload of the PostEvent with 8 parameters instead of SetMultiplePositions.
in_PlayingID:
Optional (advanced users only) Specify the playing ID to target with the event. Will Cause active actions in this event to target an existing Playing ID. Let it be AK_INVALID_PLAYING_ID or do not specify any for normal playback.
The original sound event has a switch and a random container in each switch node.
However, when I called PostEvent by passing the playingID of the sound event on the original Gameobject to the relocated Gameobject, the sound wave in different switch nodes has been heard simutanously.
So, I guess it seems that the last parameter - playingID has been ignored by the SoundEngine.
I do not know if it is a bug in current Unity Integration or is there something I am doing wrong?