# Attenuation on Character, Spatialization on the Camera -- UE5.1 - Fmod Studio 2.02.11

**URL:** https://qa.fmod.com/t/attenuation-on-character-spatialization-on-the-camera-ue5-1-fmod-studio-2-02-11/20335
**Category:** Unreal Engine
**Created:** [June 21, 2023, 4:30pm UTC](https://qa.fmod.com/t/attenuation-on-character-spatialization-on-the-camera-ue5-1-fmod-studio-2-02-11/20335 "2023-06-21T16:30:54Z")
**Posts on this page:** 1
**Showing post:** 8

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### Author: ![maty64](https://avatars.discourse-cdn.com/v4/letter/m/d2c977/32.png) [@maty64](https://qa.fmod.com/u/maty64)
#### Post date: [September 22, 2023, 8:02am UTC](https://qa.fmod.com/t/attenuation-on-character-spatialization-on-the-camera-ue5-1-fmod-studio-2-02-11/20335/8 "2023-09-22T08:02:23Z")

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Hi Connor, thanks for your reply.

So I tried adding that code and then feeding the character location to the attenuation override and then I would use the camera rotation for the listener override. But it was not behaving as intended.

I found these 2 solutions to the problem:

> **[Third Person Audio Listener Position](https://teedteed.wordpress.com/2018/02/01/third-person-audio-listener-position/)**
>
> This blog post was inspired by some chat over on the Game Audio Slack channel – a question was asked relating to the best place to put the Audio Listener for a third person style game / chara…

[![](https://img.youtube.com/vi/KBzHTX-9BvE/maxresdefault.jpg "UE4 - Audio LISTENER Override Tutorial - Third Person") ](https://www.youtube.com/watch?v=KBzHTX-9BvE)

Maybe there is a simpler way to do it, but I found this to work pretty well. If there is an easier way I would love to know.

Thanks again. Cheers

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