# Doppler pitch calculates to character not camera

**URL:** <https://qa.fmod.com/t/doppler-pitch-calculates-to-character-not-camera/20195>\
**Category:** FMOD Studio\
**Created:** [May 4, 2023, 1:03pm UTC](https://qa.fmod.com/t/doppler-pitch-calculates-to-character-not-camera/20195 "2023-05-04T13:03:02Z")\
**Posts on this page:** 1\
**Showing post:** 3

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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 11, 2023, 12:35am UTC](https://qa.fmod.com/t/doppler-pitch-calculates-to-character-not-camera/20195/3 "2023-05-11T00:35:16Z")

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Hi,

An option may be setting the position of the listener to the vehicle while driving using the `Set Audio Listner Override` node in a blueprint ([Unreal Integration | User Guide - Listener](https://qa.fmod.com/t/doppler-pitch-calculates-to-character-not-camera/20195)) while still using the rotation of the camera.

 ![image](https://canada1.discourse-cdn.com/flex036/uploads/fmod/original/2X/a/a3f55cbc2b4737e3bf86e284205d2fb6ddfa322d.png)  
Let me know if this helps!

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_[View the full topic](https://qa.fmod.com/t/doppler-pitch-calculates-to-character-not-camera/20195)._
