# How to detatch Listener from Camera in UE4

**URL:** <https://qa.fmod.com/t/how-to-detatch-listener-from-camera-in-ue4/13216>\
**Category:** FMOD Studio\
**Created:** [June 2, 2017, 11:20pm UTC](https://qa.fmod.com/t/how-to-detatch-listener-from-camera-in-ue4/13216 "2017-06-02T23:20:26Z")\
**Posts on this page:** 2\
**Page:** 1

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**Author:** ![GPnicolett](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/gpnicolett/32/1139_2.png) [@GPnicolett](https://qa.fmod.com/u/GPnicolett)\
**Post date:** [June 2, 2017, 11:20pm UTC](https://qa.fmod.com/t/how-to-detatch-listener-from-camera-in-ue4/13216/1 "2017-06-02T23:20:26Z")

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Can anyone walk me through this or point me towards a resource? I need to place the FMOD audio listener at a fixed point on a map.

Can this be done via Studio and UE4 blueprints or will I need my programmer to sort this out?

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**Author:** ![cameron-fmod](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/cameron-fmod/32/261_2.png) [@cameron-fmod](https://qa.fmod.com/u/cameron-fmod)\
**Post date:** [June 5, 2017, 5:21am UTC](https://qa.fmod.com/t/how-to-detatch-listener-from-camera-in-ue4/13216/2 "2017-06-05T05:21:10Z")

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At the moment the listener settings are set by our integration using the local players settings. (see UpdateViewportPosition in FMODStudioModule)  
We realize this is not ideal and have added a task to our tracker to improve this (eg. make it a listener component).

In the meantime, if you need the listener moved you may have to edit FMODStudioModule to use another class/object for the listener settings.
