# Disable studio listener doesn't work

**URL:** <https://qa.fmod.com/t/disable-studio-listener-doesnt-work/20242>\
**Category:** Unity\
**Tags:** unity\
**Created:** [May 22, 2023, 6:40am UTC](https://qa.fmod.com/t/disable-studio-listener-doesnt-work/20242 "2023-05-22T06:40:31Z")\
**Posts on this page:** 2\
**Page:** 1

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**Author:** ![syan034](https://avatars.discourse-cdn.com/v4/letter/s/d07c76/32.png) [@syan034](https://qa.fmod.com/u/syan034)\
**Post date:** [May 22, 2023, 6:40am UTC](https://qa.fmod.com/t/disable-studio-listener-doesnt-work/20242/1 "2023-05-22T06:40:31Z")

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Unity Version: 2019.3.15f1  
Fmod Version: 2.01.11  
There is a listener game object (attached with FMod Studio Listener) placed in the game world to catch 3D positioning of sounds. For some reasons, I need to mute all 3D sounds spawned by codes and I don’t want to mute each of them. I am wondering whether I can disable the studio listener to reach my goal. As for now, though I’ve disabled the listener through codes while the game is running, I can still hear the sounds. (Be sure that there is only one listener in the scene)  
Am I using it in the right way?

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<div class="post-metadata">

**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 24, 2023, 3:33am UTC](https://qa.fmod.com/t/disable-studio-listener-doesnt-work/20242/2 "2023-05-24T03:33:07Z")

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Hi,

The listener is not actually ‘hearing’ the audio, rather it is used to represent the position of the listener so that FMOD can spatialize 3D audio appropriately. You can read more about them here: [FMOD Studio | Glossary - Listeners](https://fmod.com/docs/2.02/studio/glossary.html#listener).

It is possible to mute all sounds using `ChannelControl::setMute()` on the `Master Channel Group`. [FMOD API | Core API Reference - Channel Control](https://fmod.com/docs/2.02/api/core-api-channelcontrol.html#channelcontrol_setmute).

```auto
FMODUnity.RuntimeManager.CoreSystem.getMasterChannelGroup(out FMOD.ChannelGroup masterChannelGroup);
masterChannelGroup.setMute(true);

```

Hope this helps!
