# Fmod doppler problem

**URL:** <https://qa.fmod.com/t/fmod-doppler-problem/20972>\
**Category:** FMOD Studio\
**Tags:** ue4, ue5\
**Created:** [December 9, 2023, 2:32am UTC](https://qa.fmod.com/t/fmod-doppler-problem/20972 "2023-12-09T02:32:05Z")\
**Posts on this page:** 12\
**Page:** 1

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**Author:** ![GraninBeatz](https://avatars.discourse-cdn.com/v4/letter/g/8e7dd6/32.png) [@GraninBeatz](https://qa.fmod.com/u/GraninBeatz)\
**Post date:** [December 9, 2023, 2:32am UTC](https://qa.fmod.com/t/fmod-doppler-problem/20972/1 "2023-12-09T02:32:05Z")

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I’m making a racing game, I ran into a problem when using the doppler effect, I applied the effect on the engine sound so that when the ai drive past there is a realistic effect, but now when I turn the camera the sound is distorted and it’s weird, how do I fix this? (used the same engine sound for the ai and for my car)

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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:** [December 11, 2023, 3:50am UTC](https://qa.fmod.com/t/fmod-doppler-problem/20972/2 "2023-12-11T03:50:36Z")

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Hi,

An option may be overriding the position of the listener to the car rather than being on the camera. Further explained here: [Doppler pitch calculates to character not camera - #3 by Connor\_FMOD](https://qa.fmod.com/t/doppler-pitch-calculates-to-character-not-camera/20195/3).

Hope this helps!

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**Author:** ![GraninBeatz](https://avatars.discourse-cdn.com/v4/letter/g/8e7dd6/32.png) [@GraninBeatz](https://qa.fmod.com/u/GraninBeatz)\
**Post date:** [December 17, 2024, 6:55pm UTC](https://qa.fmod.com/t/fmod-doppler-problem/20972/3 "2024-12-17T18:55:00Z")

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![image](https://canada1.discourse-cdn.com/flex036/uploads/fmod/original/2X/0/0911b394fbc0b6a240f654f6c58ceadf95a84f80.png)  
Good afternoon I am back to this question again ( camera and doppler effect) in general I did not find this line in the blueprint (Set Audio Listner Override)

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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:** [December 19, 2024, 12:21am UTC](https://qa.fmod.com/t/fmod-doppler-problem/20972/4 "2024-12-19T00:21:41Z")

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Hi,

Please untick the `Context Sensitive` option:

 ![image](https://canada1.discourse-cdn.com/flex036/uploads/fmod/original/2X/e/e215e389311c8937aa7e865d4c081a55debb1b72.png)

Let me know if that works.

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<div class="post-metadata">

**Author:** ![GraninBeatz](https://avatars.discourse-cdn.com/v4/letter/g/8e7dd6/32.png) [@GraninBeatz](https://qa.fmod.com/u/GraninBeatz)\
**Post date:** [January 29, 2025, 4:46pm UTC](https://qa.fmod.com/t/fmod-doppler-problem/20972/5 "2025-01-29T16:46:23Z")

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what should be the listener in this case so that there is no defect when you rotate the camera or change the camera?

And also a question, where should this (listener blueprint) be located in the code?

 ![image](https://canada1.discourse-cdn.com/flex036/uploads/fmod/original/2X/f/f32f45f8e9a2b9ae5ab8c539fc24342f652d3a86.png)  
what’s supposed to be connected?

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<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:** [January 30, 2025, 3:47am UTC](https://qa.fmod.com/t/fmod-doppler-problem/20972/6 "2025-01-30T03:47:20Z")

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A great reference of how to set this up can be found here: [Attenuation on Character, Spatialization on the Camera -- UE5.1 - Fmod Studio 2.02.11 - #8 by maty64](https://qa.fmod.com/t/attenuation-on-character-spatialization-on-the-camera-ue5-1-fmod-studio-2-02-11/20335/8)

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<div class="post-metadata">

**Author:** ![GraninBeatz](https://avatars.discourse-cdn.com/v4/letter/g/8e7dd6/32.png) [@GraninBeatz](https://qa.fmod.com/u/GraninBeatz)\
**Post date:** [January 30, 2025, 2:33pm UTC](https://qa.fmod.com/t/fmod-doppler-problem/20972/7 "2025-01-30T14:33:19Z")

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That is, I need to let’s say the camera is a listener because we rotate the camera and can hear the front engine, but do not want to have defects from doppler effect from fmod  
any examples on the car?

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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:** [January 31, 2025, 1:36am UTC](https://qa.fmod.com/t/fmod-doppler-problem/20972/8 "2025-01-31T01:36:31Z")

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Apologies, I don’t follow your explanation.

Is the issue you are hearing doppler effects when moving the camera around the car?

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<div class="post-metadata">

**Author:** ![GraninBeatz](https://avatars.discourse-cdn.com/v4/letter/g/8e7dd6/32.png) [@GraninBeatz](https://qa.fmod.com/u/GraninBeatz)\
**Post date:** [January 31, 2025, 11:14am UTC](https://qa.fmod.com/t/fmod-doppler-problem/20972/9 "2025-01-31T11:14:54Z")

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yes, when you’re moving the camera around fast.  
and there is also a passing car nearby and it will also distort the Doppler sound, it happens because it reads the speed of the listener’s camera, it would be nice to fix it

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<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:** [February 3, 2025, 3:43am UTC](https://qa.fmod.com/t/fmod-doppler-problem/20972/10 "2025-02-03T03:43:12Z")

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Thanks for the explanation, in the video: [https://www.youtube.com/watch?v=KBzHTX-9BvE](https://www.youtube.com/watch?v=KBzHTX-9BvE), they provide a blueprint example:

 ![image](https://canada1.discourse-cdn.com/flex036/uploads/fmod/original/2X/b/b02157a3105f988a78d46cf843a6a72d3d86c982.png)  
Did you have any luck with that?

If not, would it be possible to see your full blueprint?

Thanks

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<div class="post-metadata">

**Author:** ![GraninBeatz](https://avatars.discourse-cdn.com/v4/letter/g/8e7dd6/32.png) [@GraninBeatz](https://qa.fmod.com/u/GraninBeatz)\
**Post date:** [February 18, 2025, 4:51pm UTC](https://qa.fmod.com/t/fmod-doppler-problem/20972/11 "2025-02-18T16:51:49Z")

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Tested this code and its sound strange, because we need the listener to be a camera

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<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:** [February 24, 2025, 2:24am UTC](https://qa.fmod.com/t/fmod-doppler-problem/20972/12 "2025-02-24T02:24:35Z")

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Thank you for testing that. Would it be possible to get a video of the strange sounds are you hearing? Or would it be possible to get a stripped out version of the UE project uploaded to your [profile](https://fmod.com/profile#upload) for me to test on my side?
