# Duplicate/mirror event (in Unity)?

**URL:** https://qa.fmod.com/t/duplicate-mirror-event-in-unity/20795
**Category:** FMOD Studio
**Created:** [October 23, 2023, 9:33am UTC](https://qa.fmod.com/t/duplicate-mirror-event-in-unity/20795 "2023-10-23T09:33:57Z")
**Posts on this page:** 1
**Showing post:** 5

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### Author: ![doudar41](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/doudar41/32/5163_2.png) [@doudar41](https://qa.fmod.com/u/doudar41)
#### Post date: [October 30, 2023, 8:24pm UTC](https://qa.fmod.com/t/duplicate-mirror-event-in-unity/20795/5 "2023-10-30T20:24:28Z")

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I’m not sure if it can be apply to you case. But I’m working on audio volume system similar to Unreal. It’s not a ready-to-use solution but I can explain how I approach it if you are interested in details. Main idea is if volumes overlap then I can dynamicaly change level of sound sources from one in another. In this example there is a big “rain” volume and inside there is a room with a door. When you open it, part of a rain sound coming through depending on door rotation.

[![](https://img.youtube.com/vi/2WFNHvCVZ7s/maxresdefault.jpg "Audio Volume progress (Reverb, Player Inside)") ](https://www.youtube.com/watch?v=2WFNHvCVZ7s)

Sorry if it is not approach you are looking for.

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