Hi! Sorry for the delayed response over the Easter break.
Unfortunately, I’ve been unable to reproduce you issue - I’m able to create a programmer sound that spatializes properly with your code. That said, your setup in Studio looks fine, unless you have something downstream in the mixer that may be affecting or overriding the spatialization on the event. Can you confirm for me that you have no other spatializers in the mixer that this event is routed into? Also, is your EventInstance.set3DAttributes() call is setting the correct attributes? You can check this with EventInstance.get3DAttributes().
In that case, could I get you to package your FMOD Studio project and upload it to the “Uploads” tab of your FMOD Profile so that I can take a closer look and hopefully diagnose the issue?
After looking at your Studio project, everything seems to be in order, which makes me think that the issue is likely with the script that you’re using to make calls to AudioClipToFmod to play the Walkie Talkie event - i.e. where you’re calling EventInstance.set3DAttributes(transform.position.To3DAttributes()); in Update(). If possible, could I get you to provide the code for that script, or a stripped down version that you are still able to reproduce the issue with?
I agree, it is really weird. If spatialization is working in Studio (e.g. when adjusting the 3D preview, auditioning in the sandbox, etc.), then it should work in your game, as it’s functionally the same code under the hood.
If you manually change the position of the event (i.e. change the position of the GameObject that uses WalkieTalkie.cs) to be identical to the listener, and then slowly move it a large distance away from the listener, does your event spatialize and attenuate properly at all?
Additionally, there’s a number of other things that could cause the event to not be spatialized, or seem to not be spatialized:
You have multiple listeners in a scene - this causes blending between listeners, which will impact spatialization
Your event shares the same position/3D attributes in space as your listener
Your listener is within your event’s minimum distance, and is in very close proximity (proportional to the minimum distance) to the event - this can cause extremely minimal spatialization, in which case lowering the minimum distance can help
If your event doesn’t spatialize at all, even when a large distance away from the listener, and none of the above are occurring, could I get you to upload your Unity project to your user profile so I can take a look?