# 3D sound is not correct.

**URL:** https://qa.fmod.com/t/3d-sound-is-not-correct/13411
**Category:** FMOD Studio
**Created:** [September 7, 2017, 8:00am UTC](https://qa.fmod.com/t/3d-sound-is-not-correct/13411 "2017-09-07T08:00:36Z")
**Posts on this page:** 2
**Page:** 1

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### Author: ![lisenlin](https://avatars.discourse-cdn.com/v4/letter/l/a88e4f/32.png) [@lisenlin](https://qa.fmod.com/u/lisenlin)
#### Post date: [September 7, 2017, 8:00am UTC](https://qa.fmod.com/t/3d-sound-is-not-correct/13411/1 "2017-09-07T08:00:36Z")

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Hi Guys,

In the old FMOD, we are able to put NULL to ignore orientation when set 3DAttributes :

FMOD\_RESULT res = m\_Event-\>set3DAttributes(  
reinterpret\_cast\< const FMOD\_VECTOR \* \>( &a\_Position ),  
reinterpret\_cast\< const FMOD\_VECTOR \* \>( &a\_Velocity ),  
NULL );

After we upgraded FMOD to 1.9.06, we noticed we must give a forward and a up vector to FMOD\_3D\_ATTRIBUTES struct, as we used FMOD\_INIT\_3D\_RIGHTHANDED to init FMOD system, so we init FMOD\_3D\_ATTRIBUTES like this below:

FMOD\_3D\_ATTRIBUTES attribute = { { 0 } };  
attribute.position.x = a\_Position.x;  
attribute.position.y = a\_Position.y;  
attribute.position.z = a\_Position.z;  
attribute.velocity.x = a\_Velocity.x;  
attribute.velocity.y = a\_Velocity.y;  
attribute.velocity.z = a\_Velocity.z;  
attribute.forward.z = -1.0f;  
attribute.up.y = 1.0f;

In our game, the sounds should be play from front speaker are played from back speaker, and the sounds should be play from back speaker are played from front speaker. I guess this bug may caused by the 3D attribute, we also tried to init forward and up with the forward and up of the main camera. Do you have any ideas about this?

Best,

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<div class="post-metadata">

### Author: ![cameron-fmod](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/cameron-fmod/32/261_2.png) [@cameron-fmod](https://qa.fmod.com/u/cameron-fmod)
#### Post date: [September 21, 2017, 6:54am UTC](https://qa.fmod.com/t/3d-sound-is-not-correct/13411/2 "2017-09-21T06:54:40Z")

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There does appear to be a bug with the right handed flag currently.  
We will aim to have this fixed for the next release.
