# Feature requests: panning paths, effect presets in mixer, motion plugin, and LPF/spread control in spatializer

**URL:** <https://qa.fmod.com/t/feature-requests-panning-paths-effect-presets-in-mixer-motion-plugin-and-lpf-spread-control-in-spatializer/20421>\
**Category:** FMOD Studio\
**Created:** [July 14, 2023, 7:19pm UTC](https://qa.fmod.com/t/feature-requests-panning-paths-effect-presets-in-mixer-motion-plugin-and-lpf-spread-control-in-spatializer/20421 "2023-07-14T19:19:05Z")\
**Posts on this page:** 1\
**Showing post:** 6

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**Author:** ![joseph](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/joseph/32/264_2.png) [@joseph](https://qa.fmod.com/u/joseph)\
**Post date:** [July 19, 2023, 7:11am UTC](https://qa.fmod.com/t/feature-requests-panning-paths-effect-presets-in-mixer-motion-plugin-and-lpf-spread-control-in-spatializer/20421/6 "2023-07-19T07:11:45Z")

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> [@Simone\_Micheli](#):
>
> From what I read in the manual (chapter 9.4 - port buses), FMOD currently supports vibration for PS5 controllers only - is that correct?

Not exactly. The “vibration” port type does only work for PS5, but that’s because only the PS5’s controller vibration accepts pcm data (which is to say, sound) as input. Other platforms control vibration intensity by other means; for example, on PS4 you call `scePadSetVibration` and pass in a value between 0 and 255 for the intensity of the vibration whenever you want the intensity of the vibration to change.

If you want to use the signal passing through an FMOD bus to control vibration on another platform, you could; I imagine you’d do so by using `DSP::getMeteringInfo` to get the levels of a channel, then convert the result into whatever level of vibration intensity makes sense for the platform you’re targeting, and pass it to that platform’s usual method of controlling controller vibration.

> [@Simone\_Micheli](#):
>
> Because we could basically have a single plugin to handle all the things related to distance attenuation (i.e., volume, hi-freq roll off, spread, etc.), instead of having to tweak two or more plugins in the chain for the same purpose.

Have you considered using effect chains? They allow you to treat two or more effects as a single effect for most purposes.

> [@Simone\_Micheli](#):
>
> Also, suppose you have a separate LPF and automate its cutoff frequency using the built-in distance parameter. In that case, every time you change the min and max distance override values in the spatializer plugin or the min and max distance values in the event macros editor, the volume attenuation would be scaled relative to those new min and max values while the LPF properties wouldn’t. And the same would be true for other automated plugin properties, resulting in a time-consuming and error-prone process to deal with.

This is what the distance (normalized) parameter type is for. It functions just like the distance built-in parameter type, but its minimum and maximum distance values are based on the min and max distance specified in the event’s macro controls, just like the spatializer effect’s min and max distance are - which means that if the min or max distance changes, you just have to change it in one place, and all effects and built-in parameters will use the new values automatically.

The benefits you’re trying to achieve with this more complex spatializer - including both the ease of workflow and the in-game behavior - can already be obtained by using our existing features.

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_[View the full topic](https://qa.fmod.com/t/feature-requests-panning-paths-effect-presets-in-mixer-motion-plugin-and-lpf-spread-control-in-spatializer/20421)._
