float FAttenuationSettings::AttenuationEvalBox(const FTransform& SoundTransform, const FVector ListenerLocation, const float DistanceScale) const
{
    const float DistanceSq = ComputeSquaredDistanceFromBoxToPoint(-AttenuationShapeExtents, AttenuationShapeExtents,SoundTransform.InverseTransformPositionNoScale(ListenerLocation));
    if (DistanceSq < FalloffDistance * FalloffDistance)
    {
        return AttenuationEval(FMath::Sqrt(DistanceSq), FalloffDistance, DistanceScale);
    }

    return 0.f;
}