Steam Audio Occlusion Causes sounds to be inaudible or very quiet

Hello! I have implemented the Steam Audio plugin into my project; it seems to be working. BUT I have encountered an issue with enabling occlusion (In an empty room with no obstacles). With occlusion off, I can hear the enemy running, but with occlusion set to Simulation-Defined, running audio plays at first; when the enemy goes idle, the running instance is stopped, and after the enemy starts moving, no audio is heard. Also, with occlusion enabled, all other sounds become super quiet. + I don’t know if this is a normal thing in FMOD, but enabling Steam Audio occlusion makes any FMOD event silent when playing it in FMOD Studio.

My set up:

  • UE 5.3;

  • Fmod studio 2.03.12;

  • Steam Audio 4.8.1;

  • In Fmod Steam Audio Spacializer attached to the Event Master track.

  • In UE5 → FMOD Studio → Plugin Files → phonon_fmod

  • In UE5 → Steam Audio → Audio Engine → FMOD Studio

  • In UE5 Room static mesh has a Steam Geometry component with a material;

  • In UE5 Static Geometry is exported;

  • In UE5 Player has Steam Audio Listener component;

  • In UE5 Sound sorce has Steam Audio Source component.

Hi,

Thank you for sharing the setup details.

Could you please let us know how the running event is being stopped and restarted? For example, are you replaying the same FMOD Audio Component, or creating a new component or event instance each time the enemy begins moving?

Have you also tried using the FMOD Studio Profiler to capture a session where the affected events become inaudible? The Profiler can be used to inspect their positions, lifetimes, parameters, volumes, and instance counts. This should help confirm whether the events are still being created and behaving as expected when the issue occurs.