Creating environmental audio zones

As it stands right now, our whole game level or scene uses a single global audio mix. We did create a couple of snapshots to allow us to switch audio during game pause, but overall everywhere we go, it all sounds the same. Sure, we have several audio sources providing 3D spatial sound, but nothing describing the changes to the physical space around us. Remember, when we talked about the SFX Reverb and Echo effects, how they are used to denote space by providing more realistic reflections. Unfortunately, all our audio uses the same Reverb and Echo effects everywhere, so again, it all sounds the same. Ideally, we want to be able to create zones of where the audio should sound differently and then make changes ...

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