# Custom Attenuation Zone Shape for 3D Sound Events

**URL:** https://qa.fmod.com/t/custom-attenuation-zone-shape-for-3d-sound-events/20192
**Category:** FMOD Studio
**Tags:** unity
**Created:** [May 3, 2023, 11:24am UTC](https://qa.fmod.com/t/custom-attenuation-zone-shape-for-3d-sound-events/20192 "2023-05-03T11:24:45Z")
**Posts on this page:** 1
**Showing post:** 2

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### Author: ![Connor\_FMOD](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/connor_fmod/32/3685_2.png) [@Connor\_FMOD](https://qa.fmod.com/u/Connor_FMOD)
#### Post date: [May 4, 2023, 1:57am UTC](https://qa.fmod.com/t/custom-attenuation-zone-shape-for-3d-sound-events/20192/2 "2023-05-04T01:57:10Z")

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Hi,

Unfortunately, we do not currently have a simple occlusion system for Unity. I will pass this suggestion on to our developers to look into it further.

However, we do have a Geometry System ([FMOD API | Core API Guide - 3D polygon based  
occlusion](https://fmod.com/docs/2.02/api/core-guide.html#3d-polygon-based-geometry-occlusion)) which can be accessed through the Core API. An alternative is using a line cast from the emitter to the listener done so here: [Audio Occlusion FMOD w/ Unity not working - #2 by Connor\_FMOD](https://qa.fmod.com/t/audio-occlusion-fmod-w-unity-not-working/19313/2) which checks for line of sight and manipulates the attenuation values accordingly.

Hope this helps!

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_[View the full topic](https://qa.fmod.com/t/custom-attenuation-zone-shape-for-3d-sound-events/20192)._
