Right now when playing a sound event whose location is clipping inside a geometry set, it is occluded by the geometry. While this makes sense from a simulation perspective, I'd rather that in this case it ignores the engulfing geometry.
This would be especially useful for bullet impacts hitting geometry and playing sound, or really any kind of collision based sound. This is because in this case, the blocking geometry is also the sound source.
Is there a way to make it so sounds pass through geometries that clip into them, but still have the sound be obstructed by other non-clipping geometries?
Thanks!