# FMOD occlusion global param not working

**URL:** <https://qa.fmod.com/t/fmod-occlusion-global-param-not-working/17531>\
**Category:** Unreal Engine\
**Tags:** ue4\
**Created:** [August 5, 2021, 2:43pm UTC](https://qa.fmod.com/t/fmod-occlusion-global-param-not-working/17531 "2021-08-05T14:43:46Z")\
**Posts on this page:** 7\
**Page:** 1

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**Author:** ![zackregansounds](https://avatars.discourse-cdn.com/v4/letter/z/b5e925/32.png) [@zackregansounds](https://qa.fmod.com/u/zackregansounds)\
**Post date:** [August 5, 2021, 2:43pm UTC](https://qa.fmod.com/t/fmod-occlusion-global-param-not-working/17531/1 "2021-08-05T14:43:46Z")

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I am trying to set up audio occlusion with FMOD and it works fine when I use a local param however when I change it to global, it does’nt.

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**Author:** ![Alcibiade](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/alcibiade/32/4284_2.png) [@Alcibiade](https://qa.fmod.com/u/Alcibiade)\
**Post date:** [August 5, 2021, 3:03pm UTC](https://qa.fmod.com/t/fmod-occlusion-global-param-not-working/17531/2 "2021-08-05T15:03:48Z")

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Why would you use a global parameter? Occlusion has to be different for each event, depending of its location, hence the use of a local parameter.

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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:** [August 5, 2021, 11:55pm UTC](https://qa.fmod.com/t/fmod-occlusion-global-param-not-working/17531/3 "2021-08-05T23:55:04Z")

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As Alcibiade says, it’s hard to imagine how occlusion would work in conjunction with a global parameter. Why do you not want to use a local parameter in this case?

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<div class="post-metadata">

**Author:** ![zackregansounds](https://avatars.discourse-cdn.com/v4/letter/z/b5e925/32.png) [@zackregansounds](https://qa.fmod.com/u/zackregansounds)\
**Post date:** [August 6, 2021, 4:37pm UTC](https://qa.fmod.com/t/fmod-occlusion-global-param-not-working/17531/4 "2021-08-06T16:37:42Z")

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So I did realize my mistake on that. Now I am trying to get Occlusion working. Do I have to enable Occlusion for everything in UE? Not sound source placed in the level but a robot for example. IMO it doesnt sound natural in an environment like this. Where its behind an open wall

 ![SOJoBkxub9](https://canada1.discourse-cdn.com/flex036/uploads/fmod/original/2X/8/837a82ad532be28a4f6914b56c99ef9ed1e7322a.jpeg)  
 ![UnrealEditor_mqRlo2xAI6](https://canada1.discourse-cdn.com/flex036/uploads/fmod/original/2X/8/81f348856841167927d5a0917bbd5e8c4420fc7c.png)

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<div class="post-metadata">

**Author:** ![zackregansounds](https://avatars.discourse-cdn.com/v4/letter/z/b5e925/32.png) [@zackregansounds](https://qa.fmod.com/u/zackregansounds)\
**Post date:** [August 6, 2021, 5:44pm UTC](https://qa.fmod.com/t/fmod-occlusion-global-param-not-working/17531/5 "2021-08-06T17:44:07Z")

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IK I can add a reverb to the sound to achieve what I am looking for. But I tried to apply the occlusion param to a snapshots reverb dry wet but it doesnt work.

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<div class="post-metadata">

**Author:** ![Alcibiade](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/alcibiade/32/4284_2.png) [@Alcibiade](https://qa.fmod.com/u/Alcibiade)\
**Post date:** [August 6, 2021, 7:00pm UTC](https://qa.fmod.com/t/fmod-occlusion-global-param-not-working/17531/6 "2021-08-06T19:00:34Z")

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This is more a question related to UE4 than FMOD. You could deactivate the occlusion for that specific wall. Or maybe set the occlusion to another type of tracing than visibility.

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**Author:** ![zackregansounds](https://avatars.discourse-cdn.com/v4/letter/z/b5e925/32.png) [@zackregansounds](https://qa.fmod.com/u/zackregansounds)\
**Post date:** [August 6, 2021, 7:22pm UTC](https://qa.fmod.com/t/fmod-occlusion-global-param-not-working/17531/7 "2021-08-06T19:22:25Z")

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OOOH Ok I didnt know that those options actually did anything lol, regarding to visibilty
