Since Unity 2017.1, AudioSources ignore the setting “Bypass Reverb Zone” and possibly others too.
Create and open a blank project
Create a GO with an AudioSource, load an audio clip (long or activate loop), set “Bypass Reverb Zone” to true and set the AudioSource to “Play on Awake”
To the same position as the AudioSource GO place another GO with a reverb zone, preset “Generic” should suffice
Start the scene and you will hear the audio clip plus reverb though it shouldn’t be affected by the reverb zone.
This used to work in Unity 5.x, likely a regression. This may also affect the other settings “Bypass Listener Effects” as well as “Bypass Effects”, but I didn’t test that.
This issue is beyond frustrating. Can we please get a backport fix for this? Goodness knows what 2017.2 breaks. This is a pretty major issue with the audio system.
All this time I thought I was doing something wrong to cause this problem. Turns out it is a bug. Just also wonder why Unity waited until 2017.2 to patch this issue. We shouldn’t be expected to download a major update to Unity just to receive a fix for an issue like this.
Does anyone know if this is fixed in 2017.2?