# 3D Object Spatialized event sent to mixer Return does not have 3D spatial or attenuation effects

**URL:** https://qa.fmod.com/t/3d-object-spatialized-event-sent-to-mixer-return-does-not-have-3d-spatial-or-attenuation-effects/23513
**Category:** FMOD Studio
**Created:** [October 24, 2025, 7:15pm UTC](https://qa.fmod.com/t/3d-object-spatialized-event-sent-to-mixer-return-does-not-have-3d-spatial-or-attenuation-effects/23513 "2025-10-24T19:15:36Z")
**Posts on this page:** 2
**Page:** 1

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### Author: ![rdlp](https://avatars.discourse-cdn.com/v4/letter/r/90ced4/32.png) [@rdlp](https://qa.fmod.com/u/rdlp)
#### Post date: [October 24, 2025, 7:15pm UTC](https://qa.fmod.com/t/3d-object-spatialized-event-sent-to-mixer-return-does-not-have-3d-spatial-or-attenuation-effects/23513/1 "2025-10-24T19:15:36Z")

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Currently, I have events stored in a mixer group and this group has 3 return sends. Each return has different FX to be applied to the group depending on player location (snapshot). A snapshot is used to change which send is active on the group. An example use case is a collidable object banging on a wall in a large room vs. a small room, and having different reverb being applied depending on the location of that object.

The problem I am facing is that I am not able to apply and 3D object spatialization effects to any event that is being routed in this way. I cannot get distance attenuation or any spatialization to apply to the event.

I tried the solution in the thread link below but have not had any success with this or any variation of this solution.

> [@Object Spatializer and Reverb Snapshot not working together](https://qa.fmod.com/t/object-spatializer-and-reverb-snapshot-not-working-together/15675):
>
> Edit/ Alright, so I learned that the Object Spatializer does not go through the normal signal chain but directly to object mixer and that’s the reason why Snapshots ain’t working. So the question I have now is, how to manualy route the signal from the Object Spatialised event to a main mixer, so it participates in Snapshot modifications? I tried creating a send from the master track of the event but with no luck so far. I’d be greatful for any help Peace Hi! I experience some problems with …

What I tried based on the link above:

1. Have colliding object sound event

2. Route track 1 with sound into Submix track

3. Create pre-fader send into a Return track called “A”

4. Pre-fader send “A” return track into mixer Return fx bus with a pre-fader spatializer (tried removing this as well in testing with same issue)

5. Object spatializer on Master track of this event with Distance Override attenuation on.

The issue persists when following the steps above.

If anyone has advice on how to apply 3D spatialization and attenuation to a mixer group being sent into a return, please let me know!

PS I am using Godot 4.4

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### Author: ![joseph](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/joseph/32/264_2.png) [@joseph](https://qa.fmod.com/u/joseph)
#### Post date: [October 27, 2025, 1:07am UTC](https://qa.fmod.com/t/3d-object-spatialized-event-sent-to-mixer-return-does-not-have-3d-spatial-or-attenuation-effects/23513/2 "2025-10-27T01:07:01Z")

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The important thing is to make sure the spatializing effect is _upstream_ of the send to mixer, i.e.: to the left of it in the same signal chain or in a track that routes into the track whose signal chain contains the send.

I’m not sure I’m interpreting your description correctly, but I get the impression that both the send to mixer and the non-object spatializer effect are on the same track of the event, and both are positioned to the left of the track fader in the signal chain. Assuming I’m right, is the send to mixer to the left of the spatializer effect? If so, you should drag it to the right of the spatializer effect, so that it sits between the spatializer effect and the track fader.
