New audio API telephone feedback prevention?

(Posting in this category as it pertains to audio/sound)
Recently I have built a telephone system entirely from scratch and managed to get text chat to operate (The user simply stands near the phone during a call and their chat is put through as speech bubbles to the recepient’s phone) but I also want to leverage the new audio API so that users who have voice chat enabled can use the phones like an actual telephone.

I set up the wires, emitter and listeners for the handsets and they do connect but they are unusable as when the phone is answered, both sides just get an awfully loud, distorted screaming sound due to the phones each hearing each others own ambient sounds as per an actual feedback loop.

The phones are entirely server sided and physical, they operate as speaker phones with the listeners and emitters set at a short 25 stud maximum range.

The AudioInteractionGroup system just doesn’t work because if I set the phone’s mics/speakers to anything other than nil, the phones either cannot hear the players or the players cannot hear the phones as all AudioInteractionGroups need to match.

Is there any other workarounds to this situation? Idealy I think AudioInteractionGroups should function as collision groups where you can toggle the listen/hearability of each group using a table and checkboxes. For example, Phone microphones can hear Default and Default can hear Phone speakers BUT Phone microphones CANNOT hear Phone speakers.

Additionally when the phones are set up (My game has a few of them) my FPS in studio play testing takes a huge hit and there seems to be no means to disable an AudioListener from processing audio unless it’s AudioInteractionGroup is set to something that isn’t nil.