# FMOD Studio

**URL:** https://qa.fmod.com/c/fmodstudio/5.md?no_subcategories=false&page=128

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**Page:** 129

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## [Loop Region / Transition Quantization](https://qa.fmod.com/t/loop-region-transition-quantization/11923)

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**Author:** [@guyporteous](https://qa.fmod.com/u/guyporteous)\
**Replies:** 1\
**Last updated:** [May 18, 2015, 1:49am UTC](https://qa.fmod.com/t/loop-region-transition-quantization/11923 "2015-05-18T01:49:02Z")

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Pretty simple really. I just want to loop a clip of music until a parameter meets the correct value, at which point the loop plays through to it’s end before jumping to the next defined part. So as opposed to jumping st…

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## [Feature request (or dumb question): resize and cut sound from the beginning of the container](https://qa.fmod.com/t/feature-request-or-dumb-question-resize-and-cut-sound-from-the-beginning-of-the-container/11916)

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**Author:** [@Tomavatars](https://qa.fmod.com/u/Tomavatars)\
**Replies:** 2\
**Last updated:** [May 15, 2015, 5:41pm UTC](https://qa.fmod.com/t/feature-request-or-dumb-question-resize-and-cut-sound-from-the-beginning-of-the-container/11916 "2015-05-15T17:41:21Z")

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Am I dumb and didn’t found how to do it or is this an elementary feature that is missing in Fmod? What I want to do is to be able to resize and cut a sound from the beginning of it instead of creating markers with trans…

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## [\[Resolved\] Getting some unwanted noise when playing a sound](https://qa.fmod.com/t/resolved-getting-some-unwanted-noise-when-playing-a-sound/10963)

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**Author:** [@clevijoki](https://qa.fmod.com/u/clevijoki)\
**Replies:** 5\
**Last updated:** [May 14, 2015, 4:16pm UTC](https://qa.fmod.com/t/resolved-getting-some-unwanted-noise-when-playing-a-sound/10963 "2015-05-14T16:16:22Z")

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I have a wave file which is a gunshot tail, so it starts off loud and fades out over time. Adding it to a timeline parameter as a simple event has issues. In fmod studio editor it plays fine, in the game the sound hitc…

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## [Snapshot merge without using events](https://qa.fmod.com/t/snapshot-merge-without-using-events/11914)

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**Author:** [@IvnOs](https://qa.fmod.com/u/IvnOs)\
**Replies:** 1\
**Last updated:** [May 14, 2015, 2:17am UTC](https://qa.fmod.com/t/snapshot-merge-without-using-events/11914 "2015-05-14T02:17:50Z")

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Is it possible to trigger snapshots by string from game engine, but make them trigger not imidiate, but controlled by parameter wich will controll the merging/xfade ammount between snapshots?

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## [Resize to content](https://qa.fmod.com/t/resize-to-content/11912)

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**Author:** [@derekderek](https://qa.fmod.com/u/derekderek)\
**Replies:** 1\
**Last updated:** [May 13, 2015, 1:14am UTC](https://qa.fmod.com/t/resize-to-content/11912 "2015-05-13T01:14:29Z")

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Would it make sense for you guys to have event containers automatically resize to their content? Seems like that would prevent a lot of bugs… (the right-click resize to content is great, just wondering if it should be au…

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## [Fade in and fade out like in Fmod designer](https://qa.fmod.com/t/fade-in-and-fade-out-like-in-fmod-designer/11908)

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**Author:** [@IvnOs](https://qa.fmod.com/u/IvnOs)\
**Replies:** 4\
**Last updated:** [May 12, 2015, 2:44pm UTC](https://qa.fmod.com/t/fade-in-and-fade-out-like-in-fmod-designer/11908 "2015-05-12T14:44:09Z")

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I have an event with start portion and loop. At this moment when i stop event in game it is cuted out which is not good solution for me and i want to fade it out slowly. I understand that i can use a sustain point and d…

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## [Audio files don't show length - v. 1.06.02](https://qa.fmod.com/t/audio-files-dont-show-length-v-1-06-02/11907)

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**Author:** [@Renato777](https://qa.fmod.com/u/Renato777)\
**Replies:** 3\
**Last updated:** [May 11, 2015, 9:33am UTC](https://qa.fmod.com/t/audio-files-dont-show-length-v-1-06-02/11907 "2015-05-11T09:33:43Z")

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I’ve noticed, since version 1.06.01 that the audio files are not showing their actual length, instead they always show “00:00:000”. This is still happening in v. 1.06.02. Is this a known bug? Here’s a screenshot: I’m…

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## [How to use the Profiler in FMOD Studio](https://qa.fmod.com/t/how-to-use-the-profiler-in-fmod-studio/11138)

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**Author:** [@ehahn](https://qa.fmod.com/u/ehahn)\
**Replies:** 6\
**Last updated:** [May 8, 2015, 12:22pm UTC](https://qa.fmod.com/t/how-to-use-the-profiler-in-fmod-studio/11138 "2015-05-08T12:22:57Z")

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Hey, I’m trying to use the profiler in FMOD studio to figure out a slowdown problem I’m having. I can connect FMOD studio to my game properly, but when I go to the profiler window all of the sections are blank. On the…

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## [Merge projects?](https://qa.fmod.com/t/merge-projects/11905)

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**Author:** [@madfiddler](https://qa.fmod.com/u/madfiddler)\
**Replies:** 5\
**Last updated:** [May 5, 2015, 11:37pm UTC](https://qa.fmod.com/t/merge-projects/11905 "2015-05-05T23:37:04Z")

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Fmod Designer had the ability to merge two projects together. Will Fmod Studio get this same functionality? At the moment, it’s a pain to have to do this in Designer, then import into Studio. Thanks, m

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## [Different languages](https://qa.fmod.com/t/different-languages/11904)

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**Author:** [@monops](https://qa.fmod.com/u/monops)\
**Replies:** 1\
**Last updated:** [April 27, 2015, 11:47pm UTC](https://qa.fmod.com/t/different-languages/11904 "2015-04-27T23:47:22Z")

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Hello! does FMod studio support audio in different laguages? Like having a dialogue in many languages and from the game you can select which one should be loaded and played? Cheers! Alex

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## [Transition timeline clipping and limitations](https://qa.fmod.com/t/transition-timeline-clipping-and-limitations/11897)

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**Author:** [@Tomavatars](https://qa.fmod.com/u/Tomavatars)\
**Replies:** 5\
**Last updated:** [April 27, 2015, 2:39pm UTC](https://qa.fmod.com/t/transition-timeline-clipping-and-limitations/11897 "2015-04-27T14:39:28Z")

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Hey there. First time on this forum. So I try to make interesting transitions with the help of transition timeline. But I’m confronted to some kind of limitations. First, why can’t I make two sounds fade within a tran…

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## [Shuffle doesn't work ingame](https://qa.fmod.com/t/shuffle-doesnt-work-ingame/11878)

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**Author:** [@G-man](https://qa.fmod.com/u/G-man)\
**Replies:** 5\
**Last updated:** [April 27, 2015, 5:22am UTC](https://qa.fmod.com/t/shuffle-doesnt-work-ingame/11878 "2015-04-27T05:22:32Z")

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Hi A while back I made a quite basic system with three songs in a multi sound playlist, every time the game starts up one of them is selected at random and it worked just as planned ingame. But now for some reason it do…

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## [Randomize pitch and playback in multi sound](https://qa.fmod.com/t/randomize-pitch-and-playback-in-multi-sound/11894)

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**Author:** [@crazysnake](https://qa.fmod.com/u/crazysnake)\
**Replies:** 6\
**Last updated:** [April 27, 2015, 12:01am UTC](https://qa.fmod.com/t/randomize-pitch-and-playback-in-multi-sound/11894 "2015-04-27T00:01:20Z")

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Hello. I am currently making an FMOD session to be implemented with a game being made in Unity. I was wondering if there is a way to have the individual sounds in a multi sound play back with a random pitch individuall…

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## [How can I delete unused asset?](https://qa.fmod.com/t/how-can-i-delete-unused-asset/11890)

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**Author:** [@blueside](https://qa.fmod.com/u/blueside)\
**Replies:** 2\
**Last updated:** [April 24, 2015, 8:12am UTC](https://qa.fmod.com/t/how-can-i-delete-unused-asset/11890 "2015-04-24T08:12:51Z")

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I have many unused/duplicated audio asset in my project. They didn’t deleted automatically when I remove them from audio bin. How can I delete them automatically? of find unused one?

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## [The 'build' option is greyed out, help!](https://qa.fmod.com/t/the-build-option-is-greyed-out-help/11896)

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**Author:** [@alexaitken](https://qa.fmod.com/u/alexaitken)\
**Replies:** 2\
**Last updated:** [April 23, 2015, 4:00am UTC](https://qa.fmod.com/t/the-build-option-is-greyed-out-help/11896 "2015-04-23T04:00:18Z")

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Hi, I’m hoping this is something obvious. I’m new to FMOD Studio and have been following the tutorials on the official Youtube channel (the Unreal Engine stream). I have followed the instructions in everything and when …

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## [Beat Syncing](https://qa.fmod.com/t/beat-syncing/11891)

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**Author:** [@kunalmajmudar](https://qa.fmod.com/u/kunalmajmudar)\
**Replies:** 1\
**Last updated:** [April 23, 2015, 12:06am UTC](https://qa.fmod.com/t/beat-syncing/11891 "2015-04-23T00:06:15Z")

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I used to be able to beat-sync entire tracks together in FMOD Designer so that they would transition in parallel measures (e.g. BGM 1 measure 16 transitions to BGM 2 measure 16)…I’m struggling here a bit with the new pro…

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## [Monitoring events & snapshots in real time in the profiler?](https://qa.fmod.com/t/monitoring-events-snapshots-in-real-time-in-the-profiler/11889)

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**Author:** [@mferrieu](https://qa.fmod.com/u/mferrieu)\
**Replies:** 1\
**Last updated:** [April 22, 2015, 3:13am UTC](https://qa.fmod.com/t/monitoring-events-snapshots-in-real-time-in-the-profiler/11889 "2015-04-22T03:13:52Z")

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Hi there, I would like to know if it was possible to monitor which event and which snapshot is played with the profiler connected to game at runtime. Is this feature implemented? For now, I can only monitor the overall…

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## [Engine Designer](https://qa.fmod.com/t/engine-designer/11892)

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**Author:** [@vectorunit](https://qa.fmod.com/u/vectorunit)\
**Replies:** 2\
**Last updated:** [April 22, 2015, 2:13am UTC](https://qa.fmod.com/t/engine-designer/11892 "2015-04-22T02:13:04Z")

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We’re planning on using FMOD Studio instead of Designer for our next racing title (mobile + console). Being an important part of our game, the vehicle engine sounds are rather complex (multiple layers, ~15 samples, dsp …

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## [Relative Paths](https://qa.fmod.com/t/relative-paths/11843)

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**Author:** [@vectorunit](https://qa.fmod.com/u/vectorunit)\
**Replies:** 1\
**Last updated:** [April 14, 2015, 4:16am UTC](https://qa.fmod.com/t/relative-paths/11843 "2015-04-14T04:16:05Z")

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When I open a Studio project by double-clicking it, I’m able to use a relative path as the build folder. However, when I use the ‘Open Recent’ menu option, this does not work. Looks like the current path is not being u…

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## [transitional logic: check two parameters simultaneously?](https://qa.fmod.com/t/transitional-logic-check-two-parameters-simultaneously/11857)

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**Author:** [@CinnoMan](https://qa.fmod.com/u/CinnoMan)\
**Replies:** 1\
**Last updated:** [April 14, 2015, 4:06am UTC](https://qa.fmod.com/t/transitional-logic-check-two-parameters-simultaneously/11857 "2015-04-14T04:06:27Z")

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Hi I have a music track with cues (loops) that are basically arranged in a 2-dimensional array. There is no crossfading going on, just jumping from one cue to the next. I need to check for two parameters at the same tim…

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## [Inconsistent playback of sound event audio track](https://qa.fmod.com/t/inconsistent-playback-of-sound-event-audio-track/11881)

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**Author:** [@drenmc1](https://qa.fmod.com/u/drenmc1)\
**Replies:** 1\
**Last updated:** [April 13, 2015, 8:29pm UTC](https://qa.fmod.com/t/inconsistent-playback-of-sound-event-audio-track/11881 "2015-04-13T20:29:23Z")

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Howdy! in the game I’m working on (built in Java) i have one event that is set to occur several times in the game. It has 4-5 audio tracks in it (including 2 that loop within loop regions) with one parameter that gradua…

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## [Overriding 3D spatialization](https://qa.fmod.com/t/overriding-3d-spatialization/11872)

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**Author:** [@ssfrr](https://qa.fmod.com/u/ssfrr)\
**Replies:** 1\
**Last updated:** [April 13, 2015, 4:06am UTC](https://qa.fmod.com/t/overriding-3d-spatialization/11872 "2015-04-13T04:06:56Z")

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In the question http://52.88.2.202/questions/question/forum-38326, Gino gave some details on how the 3D panning is implemented. He said FMOD Studio’s panner effect module can be swapped out with custom spatialization …

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## [Successive Loops?](https://qa.fmod.com/t/successive-loops/11875)

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**Author:** [@vectorunit](https://qa.fmod.com/u/vectorunit)\
**Replies:** 3\
**Last updated:** [April 8, 2015, 3:29pm UTC](https://qa.fmod.com/t/successive-loops/11875 "2015-04-08T15:29:41Z")

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With FMOD Designer, we were able to create a simple Event, add a couple of sounds to its playlist, and choose ‘Successive Loop’ as the Playback mode. We could specify the ‘Loop Count’ (usually infinity) and ‘Queued Soun…

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## [Loop and release tails](https://qa.fmod.com/t/loop-and-release-tails/11871)

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**Author:** [@Ndeferran](https://qa.fmod.com/u/Ndeferran)\
**Replies:** 1\
**Last updated:** [April 7, 2015, 1:14am UTC](https://qa.fmod.com/t/loop-and-release-tails/11871 "2015-04-07T01:14:29Z")

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Hello ! I would like to loop a sound file that has a release tail. I know that I can do that with a time-locked single sound module (which display the waveform), by setting the end of the loop region one bar before the …

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## [Perforce w/ Assembla](https://qa.fmod.com/t/perforce-w-assembla/11866)

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**Author:** [@cmisztur](https://qa.fmod.com/u/cmisztur)\
**Replies:** 1\
**Last updated:** [April 2, 2015, 3:45am UTC](https://qa.fmod.com/t/perforce-w-assembla/11866 "2015-04-02T03:45:57Z")

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I am throughly confused how to add a new FMOD project to Assembla. I have followed Assembla’s instructions but still no go. I am on latest OSX. /c

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## [How to crossfade between parametered modules？](https://qa.fmod.com/t/how-to-crossfade-between-parametered-modules/11859)

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**Author:** [@TiaoTiao](https://qa.fmod.com/u/TiaoTiao)\
**Replies:** 3\
**Last updated:** [March 30, 2015, 6:25am UTC](https://qa.fmod.com/t/how-to-crossfade-between-parametered-modules/11859 "2015-03-30T06:25:56Z")

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Hi everyone,thanks for the attention.I’m new to Fmod Studio,there’s a problem on my work,and quite glad to get any inspiration here. In our track there’re 2 pieces of looping mucic,they will be triggered by the paramete…

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## [Pitch modulation causes simple sound to repeat](https://qa.fmod.com/t/pitch-modulation-causes-simple-sound-to-repeat/11854)

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**Author:** [@jimmcgowan](https://qa.fmod.com/u/jimmcgowan)\
**Replies:** 2\
**Last updated:** [March 18, 2015, 9:42am UTC](https://qa.fmod.com/t/pitch-modulation-causes-simple-sound-to-repeat/11854 "2015-03-18T09:42:22Z")

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I used Designer/Ex for a few projects a couple of years ago, but i’m now getting round to learning Studio. I have a simple one-shot sound, so I’ve created an event, with a single track and a single sound in the timeline…

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## [Random playlist - guarantee no repeats?](https://qa.fmod.com/t/random-playlist-guarantee-no-repeats/11852)

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**Author:** [@jasonericson](https://qa.fmod.com/u/jasonericson)\
**Replies:** 3\
**Last updated:** [March 16, 2015, 4:46pm UTC](https://qa.fmod.com/t/random-playlist-guarantee-no-repeats/11852 "2015-03-16T16:46:38Z")

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I saw a question like this but it was about a year old, so I thought I’d ask again: Is there a way to guarantee a random multi-sound does not repeat the same sound twice in a row? I would like this to work even if play …

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## [basic FMOD Unity question...](https://qa.fmod.com/t/basic-fmod-unity-question/11850)

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**Author:** [@rory](https://qa.fmod.com/u/rory)\
**Replies:** 1\
**Last updated:** [March 11, 2015, 10:29pm UTC](https://qa.fmod.com/t/basic-fmod-unity-question/11850 "2015-03-11T22:29:57Z")

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I’m triggering one shot playback from an onTrigger method using the following code FMOD\_StudioSystem.instance.PlayOneShot(“event:/EatCube1”, new Vector3(0,0,0)); But for some reason the sample can only be heard if my m…

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## [number of 3d listeners for split-screen mode](https://qa.fmod.com/t/number-of-3d-listeners-for-split-screen-mode/11846)

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**Author:** [@vectorunit](https://qa.fmod.com/u/vectorunit)\
**Replies:** 1\
**Last updated:** [March 7, 2015, 7:30pm UTC](https://qa.fmod.com/t/number-of-3d-listeners-for-split-screen-mode/11846 "2015-03-07T19:30:30Z")

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With the old event API we were able to set the number of listeners \> 1 for split-screen mode. This does not seem to be possible with the Studio API. When I try using the low-level API to set the 3d listener attributes,…

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