Indeed, there is no way in the PopcornFX Editor to specify other channels than the builtin ones, please find the list below:
- World_Master (Will fallback to Master)
So that hierarchy is in fact respected: If you add a 2D audio backdrop that plays inside the FX_Effect channel group, you'll be able to recover it by sampling FX_Master.
However, please note that this behavior is PopcornFX-Editor specific, and this logic is defined on a per engine basis. Basically we have a direct dependency on fmod in the PopcornFX Editor so each sound played within a specific channel will really play inside a fmod channel, that is not necessarily the case with other engine such as UE4 or Unity.
If you specify a channel group name that the editor doesn't support, it will fallback to Master, that is why you see no difference when changing to different channel names, because Master will basically encapsulate every other channel groups.
However, depending on the target engine (Unity/UE4/Custom), you can leave those custom channels active and they will be handled correctly in those engines.
Depending on the target engine, you should either consider these channels to be "flat", or maybe ask the engine programmers if this is a custom engine. Concerning the Unity and UE4 plugins, we let the actual implementation of audio data feed to the users, so that's up to you.
It is a good point and we lack of documentation about this, we might add the possibility to add new custom channel group names in the project settings in future versions of the editor.
Thank you for reporting this,
Sorry for the inconvenience.