It’s working for me now. The parameter was not being set correctly in Unity. If I may ask another question in the same topic -
I’ve modified my mixer setup in FMOD since my last reply. This is what I have now:
I have many mixer buses called Player{Index}. That’s because I am working on a first person multiplayer game that uses dissonance voice chat. Dissonance has an FMOD integration that pipes voice audio through FMOD and assigns each player a mixer bus.
I had to create a parent mixer bus to hold the low pass filter for each player so I can muffle individual players if they are behind walls. My concern is that my overriding snapshot is going to override distance-based attenuation Dissonance does to facilitate proximity chat.
I don’t know if this would be considered best practice for this scenario…
