Popping on distant sounds

I’ve had on and off popping noises for a little while now and its been an absolute nightmare to find the location of the problem. I think I have just found some relevant info.

It appears that all our spatialized sounds using the FMOD Object Spatializer are popping when you are right on the fringe or beyond of the sounds max audible distance.

Any ideas how to fix this? I feel this isn’t how it should be working?

FMOD 2.02.07
Unreal Engine 4.27.2

I have not been able to reproduce any issues with object-spatialized events in 4.27.2- we recently found some issues with popping when using ChannelGroups with the Core API, so it may be related to this.
Is this occurring during PIE with Windows Sonic or in a packaged game, with Sony 3D for example?

I have temporarily taken everything out of channels and I’m now just routing through the master bus (See Below)

This is happening in both PIE and packaged. I have tried WASPI, ASIO, Windows Sonic to no avail.

I have uploaded a video so you can hear what i’m talking about.