# Changing a parameter value over time or after some time?

**URL:** https://qa.fmod.com/t/changing-a-parameter-value-over-time-or-after-some-time/13812
**Category:** FMOD Studio
**Created:** [April 11, 2018, 3:57pm UTC](https://qa.fmod.com/t/changing-a-parameter-value-over-time-or-after-some-time/13812 "2018-04-11T15:57:36Z")
**Posts on this page:** 3
**Page:** 1

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### Author: ![HarryAndre](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/harryandre/32/683_2.png) [@HarryAndre](https://qa.fmod.com/u/HarryAndre)
#### Post date: [April 11, 2018, 3:57pm UTC](https://qa.fmod.com/t/changing-a-parameter-value-over-time-or-after-some-time/13812/1 "2018-04-11T15:57:36Z")

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Hello everyone! I’m kind of new at FMOD so appologies if my question is very basic.

I will use an example to show what I’m looking for because I’m not sure I can explain it well enough.  
So, let’s say we have a player moving around a room and we have some background noises playing in a loop. What I want to do is have a LP filter slowly roll off as if the sounds start to get muffled over time. But my problem is I want this to start happening only when the player stops moving or stares at the same thing for a while. In addition, if the player starts moving again I want the effect to go away and start from the begining if they stop again.

Is this even possible? I feel I’m probably missing something because I’m still getting used to FMOD’s structure.  
Thanks in advance for any help.

-Harry

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### Author: ![richard\_simms](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/richard_simms/32/261_2.png) [@richard\_simms](https://qa.fmod.com/u/richard_simms)
#### Post date: [April 12, 2018, 5:15am UTC](https://qa.fmod.com/t/changing-a-parameter-value-over-time-or-after-some-time/13812/2 "2018-04-12T05:15:41Z")

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Hi Harry,

That sounds very interesting.

If you have a parameter (eg. named “IsPlayerMoving”) that you pass the velocity of the player to, and then you can automate a lowpass filter that applies more of the filter the lower the parameter (ie. the player’s velocity) becomes. You can use a similar method to make sure the camera isn’t rotating.

By adding a slow seek speed to the parameter, you can control how long until the filter is applied and how fast it takes.

You can also use the built-in parameters direction and elevation if you wanted the same effect when looking at a specific event instance.

I hope this helped.

Thanks,  
Richard

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### Author: ![HarryAndre](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/harryandre/32/683_2.png) [@HarryAndre](https://qa.fmod.com/u/HarryAndre)
#### Post date: [April 12, 2018, 9:15am UTC](https://qa.fmod.com/t/changing-a-parameter-value-over-time-or-after-some-time/13812/3 "2018-04-12T09:15:22Z")

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> [@](#):
>
> Hi Harry,
> 
> That sounds very interesting.
> 
> If you have a parameter (eg. named “IsPlayerMoving”) that you pass the velocity of the player to, and then you can automate a lowpass filter that applies more of the filter the lower the parameter (ie. the player’s velocity) becomes. You can use a similar method to make sure the camera isn’t rotating.
> 
> By adding a slow seek speed to the parameter, you can control how long until the filter is applied and how fast it takes.
> 
> You can also use the built-in parameters direction and elevation if you wanted the same effect when looking at a specific event instance.
> 
> I hope this helped.
> 
> Thanks,  
> Richard

Hey Richard!

Thanks a lot! The game will actually be for Google VR, so it seems like I’ll have to use a combination of what you described, but I guess I’ll have to wait for the developer to send me the Unity project to really understand how it’s going to work.

I did mess around with direction and elevation in FMOD though, and combined with the seek speed it seems to be working just fine! I hope I can find my way around the coding side as well.

Thanks again!
