In our largest scene we have approx. 50 ambient audio sources (enemies walking around, music, etc.) in addition to many audio sources for NPCs talking (that only play while interacting with them). Currently we are enabling/disabling ambient audio sources based on distance to the main camera (greatly reduces DSP load and prior to implementing this we were having audio sources not playing) but we are finding that when/if you return to the exact same spot on the map after the audio sources in that spot have been enabled/disabled, they are quieter (25-50% reduction in volume, i.e go to one end of the map and come back, the sound will not be the same). We are using the native Oculus Audio plugin and I'm not sure what this problem is stemming from? Is there a problem with enabling/disabling audio source with regards to the mixer or onspaudiosource.cs?
Is anyone else finding this? Is there a better way to manage a large number of audio sources?