hey - if it helps anyone, here’s what we tracked down to be the issue. in code, this event was set to always be playing (i didn’t know this) so it would only fade in to be audible when the game object it worked with was in the game by use of a parameter value. In code, the channel limit was also set to 32 (i didn’t know this), so with this being the oldest voice (since it was playing, always) when new tracks piled on top, it’s priority was quite low and wouldn’t be heard (even with voice stealing off in fmod…the 32 channel limit in code would steal it anyhow). We simply increased the number of channels available in code and it was all good…
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