Quick answer: Unreal sound volume spiking when the audio listener moves fast? Attenuation samples per-frame - smooth via Doppler Smoothing or use a custom attenuation curve.
Camera dolly past a noisy machine. Sound jumps from quiet to loud to quiet in 3 frames.
Enable doppler smoothing
Attenuation asset > Doppler Smoothing Factor = 0.5. Per-frame attenuation jumps are smoothed.
Tune the curve
Custom Curve attenuation: lower the curve's slope near the source. The fast-motion sweep through the loudest part becomes audible-but-not-jarring.
Cap listener velocity
For cinematics, clamp the audio listener's effective velocity. Doppler artifacts disappear; cinematic feel is preserved.
“Attenuation is a function of distance, not time. Time matters too.”
Test sound design with a fly-through camera. Static testing misses motion artifacts that real gameplay won't.