# Distance-controlled transitions between Snapshots

**URL:** <https://qa.fmod.com/t/distance-controlled-transitions-between-snapshots/17202>\
**Category:** FMOD Studio\
**Created:** [May 14, 2021, 7:09pm UTC](https://qa.fmod.com/t/distance-controlled-transitions-between-snapshots/17202 "2021-05-14T19:09:48Z")\
**Posts on this page:** 3\
**Page:** 1

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**Author:** ![magrotten](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/magrotten/32/3968_2.png) [@magrotten](https://qa.fmod.com/u/magrotten)\
**Post date:** [May 14, 2021, 7:09pm UTC](https://qa.fmod.com/t/distance-controlled-transitions-between-snapshots/17202/1 "2021-05-14T19:09:48Z")

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Hi folks,

I have a long corridor connecting two rooms with separate soundscapes.

Normally I’d use Automation on the Snapshot intensity, (which reads from Unreal’s Audio Volume \> Fade Time it seems) or ADSR, but what I’m after is a smooth distance-controlled change between the two room’s snapshots, depending on how far down the connecting tunnel the player is. The tunnel wil also have a reverb Snapshot as well.

Any advice appreciated!

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**Author:** ![Alcibiade](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/alcibiade/32/4284_2.png) [@Alcibiade](https://qa.fmod.com/u/Alcibiade)\
**Post date:** [May 14, 2021, 9:19pm UTC](https://qa.fmod.com/t/distance-controlled-transitions-between-snapshots/17202/2 "2021-05-14T21:19:00Z")

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I presume you want your 2 soundcapes to be 2D (not attached in the 3D world). So you’ll have to manually configure this transition, probably by creating a parameter checking the position of the player in this corridor, and ajusting the soundscape accordingly.

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**Author:** ![magrotten](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/magrotten/32/3968_2.png) [@magrotten](https://qa.fmod.com/u/magrotten)\
**Post date:** [May 15, 2021, 12:32am UTC](https://qa.fmod.com/t/distance-controlled-transitions-between-snapshots/17202/3 "2021-05-15T00:32:36Z")

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Thanks for your response, it’s helped me think it through.

I’m basically looking for two 3D sounds to attenuate/crossfade together with distance, so that they are 100% wet but quiet when they meet.

Because I want the reverb to attenuate more gradually than the dry sound when player enters the hallway, I think a parameter on that sound reading the hallway length controlling the Event volume and reverb separately is the way to go.

I’m hoping this will give me a more responsive and realistic result than just using a snapshot with standard attenuation.

This will be fun, why I love FMOD!
