I’m pretty sure it was just a matter of replacing the FMOD listener with a Unity listener, and playing the various music tracks with audio sources instead of FMOD Studio Event Emitters.
Confirmed this on my end as well. Looks like this a Unity bug: Unity Issue Tracker - Spatial Blend parameter of an Audio Source has no effect when using OnAudioFilterRead to generate Audio
Thanks for your help, @jeff_fmod.
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