# How to make all sound events deeper with script in Unity?

**URL:** <https://qa.fmod.com/t/how-to-make-all-sound-events-deeper-with-script-in-unity/17508>\
**Category:** Unity\
**Tags:** unity, csharp\
**Created:** [August 1, 2021, 7:27pm UTC](https://qa.fmod.com/t/how-to-make-all-sound-events-deeper-with-script-in-unity/17508 "2021-08-01T19:27:57Z")\
**Posts on this page:** 5\
**Page:** 1

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**Author:** ![ali\_aboshady](https://avatars.discourse-cdn.com/v4/letter/a/b4bc9f/32.png) [@ali\_aboshady](https://qa.fmod.com/u/ali_aboshady)\
**Post date:** [August 1, 2021, 7:27pm UTC](https://qa.fmod.com/t/how-to-make-all-sound-events-deeper-with-script-in-unity/17508/1 "2021-08-01T19:27:57Z")

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When the player’s health is low, I want all the sounds to sound deeper (fade out) as if the player is beginning to black out. I read somewhere that I need to adjust the low pass filter, but I can’t find resources on how to do that with script.

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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 1, 2021, 8:28pm UTC](https://qa.fmod.com/t/how-to-make-all-sound-events-deeper-with-script-in-unity/17508/2 "2021-08-01T20:28:02Z")

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Hi,  
You should implement that effect directly in your fmod project, rather than in a Unity script. A good exemple of what you’re looking for is in the Exemples project installed with FMOD Studio. I’m not in front of my computer to tell exactly where, but from what I remember, it applies a lowpass filter with a snapshot, on all events routed to the SFX bus, and in top of that plays a heartbeat sound.

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**Author:** ![ali\_aboshady](https://avatars.discourse-cdn.com/v4/letter/a/b4bc9f/32.png) [@ali\_aboshady](https://qa.fmod.com/u/ali_aboshady)\
**Post date:** [August 1, 2021, 8:32pm UTC](https://qa.fmod.com/t/how-to-make-all-sound-events-deeper-with-script-in-unity/17508/3 "2021-08-01T20:32:03Z")

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Hi thank you for replying.  
How would FMOD know when the condition is met so that it implements the effect?  
Does it reference the health script for example?

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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 1, 2021, 8:34pm UTC](https://qa.fmod.com/t/how-to-make-all-sound-events-deeper-with-script-in-unity/17508/4 "2021-08-01T20:34:25Z")

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The traditional approach is by using a parameter (say, “health”), updated by Unity, and triggering the effect in FMOD at the right values.  
But if you only want to directly trigger the effect in Unity without updating a parameter, then directly trigger a fmod snapshot.

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<div class="post-metadata">

**Author:** ![ali\_aboshady](https://avatars.discourse-cdn.com/v4/letter/a/b4bc9f/32.png) [@ali\_aboshady](https://qa.fmod.com/u/ali_aboshady)\
**Post date:** [August 1, 2021, 8:40pm UTC](https://qa.fmod.com/t/how-to-make-all-sound-events-deeper-with-script-in-unity/17508/5 "2021-08-01T20:40:57Z")

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Okay thank you so much. I’ll give it a try.
