I have a few sound effects in the game that consist only of high frequencies, so they are audible even when really quiet, and would be unpleasant at higher volumes.
Earlier on I just used the FMOD event / module gain to make them quiet, but this made them end up getting culled out altogether (parametric culling). So the next solution for me was to make the wavs themselves very quiet (-42 dB or quieter - still quite audible). Seems that these get culled as well.
So, does FMOD actually cull sounds based on wav amplitude as well? Would I have to add an inaudible infrasound ( < 15 Hz sine) to the wav to keep it from culling?