Virtualised events abruptly 'cut' between instances depending on camera position

I have a virtualised event with max instances set to 1, and for the most part it works well. The only issue is when the player moves the camera, the sound abruptly ‘cuts’ to sound closest to the camera. The virtualised stealing is clearly working, but it’s not a seamless transition. How can I achieve this?

What behavior would you like to have instead? Do you want to continue playing the event instance from the listener’s previous position, and not play the instance from its new position? Do you want to fade out the old instance while fading in the new one? Or do you want something else?

I’m so god awful with replies…

I appreciate your interest. I think it was just the one object, because I haven’t noticed it with anything else.

Thanks, that’s good to know.

What behavior would you like to have instead of the behavior that object currently exhibits? Do you want to continue playing the event instance from the listener’s previous position, and not play the instance from its new position? Do you want to fade out the old instance while fading in the new one? Or do you want something else?