Hello! The Set Audio Listener Attenuation Override node does not work with FMOD. We tested it with the native audio system and everything works correctly there. Using a workaround via rotation doesn’t work for us, it’s not correct and behaves inconsistently. Are there any solutions to this issue, or is this planned to be fixed?
Hi,
Thank you for sharing the information!
This is a known limitation and is the same issue discussed here:
FMOD currently uses a single listener position in Unreal, so separating attenuation and spatialization like Unreal’s listener attenuation override isn’t supported.
We already have an internal backlog item tracking this, and for now the recommended workaround is to control attenuation per event (for example via FMODAttenuationDetails or parameters).