It might help if I set some context for what I’m doing.
Firsly I have very little experience with FMOD (I’m an artist not a sound engineer), so fumbling around in the dark a bit. What I’m doing is working within an existing UE4 project, which contains a variety of audio, which is audible in my scene, when played as part of a sequence.
I’m working on some content for a our game’s DLC pack and I’m trying out some ideas with the sequences that I’m making. Unfortunately the sound engineer was working on contract and isn’t currently working with us, so I can’t ask them about the set up of the audio for the project.
I’ve made no special arrangements for the listener (scene contains a few meshes a camera and a single sequence), but the camera (included in my sequence) seems to be acting correctly as one, as the spacial positions of those sounds I can hear, seem correct.
As a test I this morning, I duplicated in FMOD Studio an existing audible sound to the new bank I created for new sounds in the DLC (built the banks), and then added it in the same sequence in which I can hear the original I made the duplicate from.
Unfortunately only the original is audible when I hit Play in Select Viewport and the duplicate of it is not. However both are audible when I play the sequence from the Sequencer, along with other new sounds I’ve made and added to the new (DLC) bank.
Based on that test, it seems like this might be an issue with the new bank I’ve created, rather than the scene set up in UE4. I could be wrong about that of course
Here is the Event for the original Event (that works in the scene).
Both being played in the same sequence, which is viewed with the same camera, in the same position.