I am not happy with the way ambiant sounds work in UnrealEd3. The way that the sound radius really specifies a much larger sphere and the way the sound attenuates (or not) with distance makes it very difficult to limit the ambiant sounds to the places I want them to be heard. I have tried to "blanket" the regions where I want the sound to be with many, strategically placed ambiant sound actors. The sounds work fine when I first enter the map, but then, as soon as I start moving, the sound level rapidly goes down to about a quarter of its initial level. Is there something I'm missing here? Is there a way to avoid these problems, like some scaling factor or some new sound emitting actor I don't know about yet?