Hello,
I have a Niagara effect where water droplets fall inside a cave, and I’ve attached a water drop sound to the particle system.
The Min & Max Distance are set to 20–25, and I inserted a Reverb effect after the Spatializer.
(Normally I only use send reverbs, but this water drop sound is a special case.)
While profiling, I was surprised to see that this reverb is still consuming about 2–3% CPU, even when the player is far away from the cave.
Since the sound should be outside the audible range, I assumed the volume would be muted and that no reverb processing would occur, but that doesn’t seem to be the case.
As a workaround, I added distance-based automation to the reverb wet level, which solved the issue.
However, I’m wondering:
- Is it expected behavior that the reverb continues to process even after the sound exceeds its max distance?
- Or could this be a bug?
Thank you as always for your help.
Best regards,
