I've been working on a project in UE4, and I made an event which randomly selects one of many aircraft flyby sounds. I used the user-defined positioning to play the sound in a random position as well. Spacialization is enabled. The event is played through an akAmbientSound actor placed in the sky in my level. I have noticed that with a user-defined position source, there is no occlusion. This means when the player goes inside, the flyby sounds are still heard. I am assuming the user-defined positioning forces UE4 to ignore the ambient sound actor position when ray tracing? With game-defined positioning the occlusion works, but then the sounds are not randomly placed in 3d space. Is there any way to get around this? The 3 things I can think of are 1) through scripting in UE4, randomly select a point in space (at random intervals) to trigger a one-shot flyby, 2) stop my event when the player goes indoors or 3) create a field of ambient sound actors. The problem with 2 is it will be less realistic than the lowpass filter and attenuation offered through occlusion, and 3 seems somewhat improper to me. Does anyone have any suggestions as to how I can solve this?
Many thanks!