Arc Raiders reverb and occlusion

I’m in love with how reverb and occlusion is handled in Arc Raiders, it feels incredibly natural to my ears. I’m curious about how I might replicate this in Fmod. My current context is a cave environment of tight corridors and wide open caverns, where important distant sounds echo through these spaces to reach the player.

I’m currently experimenting with multiple reverb sends (snapshots) using volumes in UE, and wondering if this is the best method. I have 3 different types for my current level.

I’m getting occlusion setup and a bit confused by the instructions in the docs. Should the Occlusion param in Fmod (matching the name of the one I made in UE project settings) be local? As I set a custom listener, I assume sources trace to the component set as the Audio Listener Override? Is there any way to ignore collision on the parent of the listener override? (visibility would be great except my player character needs to block it)

I’m also curious if there are any tips/tricks/examples/guides on accomplishing this kind of thing.

Thanks!