# Custom speaker layout

**URL:** <https://qa.fmod.com/t/custom-speaker-layout/11276>\
**Category:** FMOD Studio\
**Created:** [January 24, 2014, 9:37am UTC](https://qa.fmod.com/t/custom-speaker-layout/11276 "2014-01-24T09:37:20Z")\
**Posts on this page:** 2\
**Page:** 1

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**Author:** ![arckex](https://avatars.discourse-cdn.com/v4/letter/a/9e8a1a/32.png) [@arckex](https://qa.fmod.com/u/arckex)\
**Post date:** [January 24, 2014, 9:37am UTC](https://qa.fmod.com/t/custom-speaker-layout/11276/1 "2014-01-24T09:37:20Z")

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Any advice about using FMOD Studio in conjunction with a custom speaker layout?

I’m trying to do a rectangular 2x4 layout. Since my system is symmetrical, my best inclination is to create two instances of a duplicate Studio System (7.1 setup, LS RS & C muted), and run them both simultaneously and in inverse (if that makes sense).

I have a hunch that there is a better method for doing this. Help/suggestions are appreciated.

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**Author:** ![arckex](https://avatars.discourse-cdn.com/v4/letter/a/9e8a1a/32.png) [@arckex](https://qa.fmod.com/u/arckex)\
**Post date:** [February 4, 2014, 2:11am UTC](https://qa.fmod.com/t/custom-speaker-layout/11276/2 "2014-02-04T02:11:18Z")

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For anyone interested, I’m making two instance of my same FMOD Studio file, and making all game parameters go from -1 to 1, and my FMOD is expecting parameters from 0 to 1. The zero point is a cross-over point between my two sound systems. My second sound system is receiving inverted position information from the first, so a -.5 x-coordinate from my first instance is a .5 x-coordinate in my second instance.

I set position using the set3DAttributes() function of the EventInstance object

I have the benefit of having a symmetrical sound system.

Again, i’m open to better suggestions in setup, because I am relatively new. Also, if anyone wants specific code, I can show that too.

\<3
