# Coupling Player Position and Music

**URL:** <https://qa.fmod.com/t/coupling-player-position-and-music/22276>\
**Category:** FMOD Engine\
**Tags:** cpp\
**Created:** [November 8, 2024, 4:15pm UTC](https://qa.fmod.com/t/coupling-player-position-and-music/22276 "2024-11-08T16:15:35Z")\
**Posts on this page:** 1\
**Showing post:** 3

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**Author:** ![DrNoob](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/drnoob/32/7518_2.png) [@DrNoob](https://qa.fmod.com/u/DrNoob)\
**Post date:** [November 14, 2024, 12:46pm UTC](https://qa.fmod.com/t/coupling-player-position-and-music/22276/3 "2024-11-14T12:46:22Z")

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Thank you very much for the detailed explanation and suggestions. I highly appreciate it!

I’ll check how war we can get by “hiding” synchronizations through `setPosition` in several game scenarios and keep the active drift compensation in mind as a fallback.

I have a related question in the following post so I’d greatly appreciate it if you could take a look at that as well:

> [@Channel Frequency of 0 not Respected for Streams](https://qa.fmod.com/t/channel-frequency-of-0-not-respected-for-streams/22290):
>
> Hi! I continuously manipulate the frequency of a channel through game interaction but for some odd reason when I get close to and eventually precisely to 0 the actual frequency stays at 100. I confirmed that I literally call setFrequency with a float value of 0 but if I query the value afterwards using getFrequency I get back 100. I noticed that the problem only happens when I load the corresponding music via FMOD\_CREATESTREAM. If I load it via FMOD\_CREATESAMPLE the problem is not there. The…

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_[View the full topic](https://qa.fmod.com/t/coupling-player-position-and-music/22276)._
