Stop Events Outside Max Distance - override for specific events?

The Stop Events Max Distance feature in Unity is really useful, but during cutscenes, for example, if a camera cuts away from the player (outside max distance) and then back again any active events on the character will restart.

I’ve found a few workarounds for this to keep the event active but the ones I’ve found are a bit long-winded and clunky. I’d really like to keep the built-in spatializer settings if possible (as opposed to giving the event a larger max distance and automating the distance/volume myself)

Is there/could there be a feature whereby certain events can be flagged to remain active even if the listener goes outside their max distance?

There is no feature that allows you to make specific events or event instances exceptions to the Stop Events Outside Max Distance feature.

Have you considered disabling this feature? FMOD’s built-in virtual voice system already automatically handles stopping voices that are too distant or otherwise attenuated to be audible while also allowing them to resume as if they had never stopped if they become audible again. The Stop Events Outside Max Distance feature is therefore only necessary in projects that feature such large numbers of playing event instances that the API calls required to manage them becomes prohibitive; even in such projects, it can potentially be replaced by using your own code to monitor and stop event instances that are a greater distance from the listener than their max distance.

Thanks Joseph, it was our tech lead that switched it on but based on your answer I think I may be able to convince him to turn it off again. Certainy doesn’t seem to affect performance at my end