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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?

in General Discussion by User 96899 (160 points)

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