# FMOD: Parameter-based Sidechaining using Unity

**URL:** <https://qa.fmod.com/t/fmod-parameter-based-sidechaining-using-unity/20178>\
**Category:** Unity\
**Tags:** csharp\
**Created:** [April 27, 2023, 9:13am UTC](https://qa.fmod.com/t/fmod-parameter-based-sidechaining-using-unity/20178 "2023-04-27T09:13:19Z")\
**Posts on this page:** 2\
**Page:** 1

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**Author:** ![hojunekwak](https://avatars.discourse-cdn.com/v4/letter/h/ecd19e/32.png) [@hojunekwak](https://qa.fmod.com/u/hojunekwak)\
**Post date:** [April 27, 2023, 9:13am UTC](https://qa.fmod.com/t/fmod-parameter-based-sidechaining-using-unity/20178/1 "2023-04-27T09:13:19Z")

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[![](https://img.youtube.com/vi/HfuyBXY1dXM/hqdefault.jpg "FMOD: Parameter-based Sidechaining using Unity") ](https://www.youtube.com/watch?v=HfuyBXY1dXM)

I made this video because I was wasn’t completely satisfied with how sidechaining is done natively in FMOD and couldn’t find a video expanding upon it. Could I get some feedback if you think this is a good way to approach sidechaining or you think there is a better way to do it?

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**Author:** ![Leah\_FMOD](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/leah_fmod/32/3685_2.png) [@Leah\_FMOD](https://qa.fmod.com/u/Leah_FMOD)\
**Post date:** [May 10, 2023, 4:26am UTC](https://qa.fmod.com/t/fmod-parameter-based-sidechaining-using-unity/20178/2 "2023-05-10T04:26:08Z")

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I think what you have there is a good way of exerting more fine control over behavior that is dependent on sidechaining. Typically (i.e. in a compressor) this would be handled with a knee setting or some kind of curve, which obviously Studio’s compressor and sidechain modulation lacks - I’ve noted this on our internal feature/improvement tracker.
