Unity's Audio Mixer [and it's respective settings, effects, snapshots, and groups] seems to get completely overridden in VRChat. This persists even when unchecking "Apply 3D spatialization to AudioSources automatically at runtime". This appears to be complementary to certain ONSP components (like 'ONSP Reflection Zone') not working.
In lieu of a major audio overhaul [like Steam Audio], world creators have very few methods of authorship over audio which [imo] is essential for world immersion. If VRC respected the audio mixer in the interim, we could use things like animation events + buttons or even ONSP's own components to fade between mixer snapshots. This would allow us to change how things sound between spaces and/or manually occlude audio between rooms. Opening this up may also let creators do QOL things like gently ducking music volume down in spaces like clubs when people are talking next to each other. It also may assist VRChat in hitting Oculus' recommended (albeit not ~yet~ enforced) loudness standard of -18 LUFS.
Additionally, no control over the Audio Mixer means that world creators who are attempting to author experiences that have complex spatial audio will have a very difficult time balancing their world mix. The only method of doing levels right now is
per audio source
. This can be ineffective because there are two methods of changing gain between the native audio source + the ONSP audio source...and you unfortunately can't seem to hear any changes being made to the latter component within the editor (even when turning on the spatializer plugin in
Project Settings>Audio
)
Attached screenshots show hypothetical use cases that can't be done currently.