I have a simple scene (well the scene isn't simple, but ambient sounds on it are) containing 3 ambient sounds. Each of those is random container containing a looped sound. Each of those containers use the same attenuation set controlling volume and spread. Their range is set in away preventing those attenuation spheres not to overlap. When a listener moves between them, their volume gradually increase and panning changes. With the exception of one of those sound sources which is heard no matter where the listener is - the sound is heard everywhere whereas other sources are only audible if the listener enters their attenuation spheres.
Why one of those sounds behave differently when all sounds use the same settings for the attenuation? Do ambient sound sources require any other components beside Ak Ambient and Ak Game Obj? Does Unity integration allow to track objects in Game Object 3D viewer?
Update: I did some further investigation and it seems that one sound object that is affected doesn't update positioning when the listener's position change (two other objects on the scene work correctly). I can pause the game and move the offending sound object on the scene and notice attenuation and positioning changes. But when I move the listener, the sound stays the same.