# Dolby Atmos output to home theatre from Unity

**URL:** <https://qa.fmod.com/t/dolby-atmos-output-to-home-theatre-from-unity/19537>\
**Category:** Unity\
**Created:** [November 16, 2022, 10:26am UTC](https://qa.fmod.com/t/dolby-atmos-output-to-home-theatre-from-unity/19537 "2022-11-16T10:26:04Z")\
**Posts on this page:** 1\
**Showing post:** 6

<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:** [November 23, 2022, 11:29pm UTC](https://qa.fmod.com/t/dolby-atmos-output-to-home-theatre-from-unity/19537/6 "2022-11-23T23:29:33Z")

</div>

> [@Connor\_FMOD](#):
>
> Another test would be to call the following function in `Start()`:
> 
> ```auto
> FMODUnity.RuntimeManager.CoreSystem.getSoftwareFormat(out int sample, out FMOD.SPEAKERMODE speaker, out int num);
> Debug.Log(speaker); 
> 
> ```
> 
> This will just confirm that the `CoreSystem` is in the right configuration. Let me know how that goes!

This can be called in any `Start()` function connected to a `gameObject` in your scene:

```auto
void Start()
{
    FMOD.SPEAKERMODE speaker = FMOD.SPEAKERMODE.DEFAULT;

	if (FMODUnity.RuntimeManager.IsInitialized)
        FMODUnity.RuntimeManager.CoreSystem.getSoftwareFormat(out int sample, out speaker, out int num);

    Debug.Log("Current Speaker setup: " + speaker);
}

```

Is this only happening in Editor? If you make a build of the project does it output correctly?

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_[View the full topic](https://qa.fmod.com/t/dolby-atmos-output-to-home-theatre-from-unity/19537)._
