# Incorrect 3D panning in 1.06.02

**URL:** <https://qa.fmod.com/t/incorrect-3d-panning-in-1-06-02/11920>\
**Category:** Unreal Engine\
**Created:** [May 15, 2015, 12:11pm UTC](https://qa.fmod.com/t/incorrect-3d-panning-in-1-06-02/11920 "2015-05-15T12:11:15Z")\
**Posts on this page:** 2\
**Page:** 1

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**Author:** ![forgereply](https://avatars.discourse-cdn.com/v4/letter/f/7feea3/32.png) [@forgereply](https://qa.fmod.com/u/forgereply)\
**Post date:** [May 15, 2015, 12:11pm UTC](https://qa.fmod.com/t/incorrect-3d-panning-in-1-06-02/11920/1 "2015-05-15T12:11:15Z")

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Is it just me, or 1.06.02 introduced a bug in the 3D panning of sounds? I have looping event played using UFMODBlueprintStatics::PlayEventAtLocation() and it is correctly 3D-panned with the UE integration 1.06.01. With the 1.06.02 integration it doesn’t sound in the right place anymore. The banks have been produced with FMOD Studio 1.06.01, I didn’t try to re-build them with 1.06.02, though, maybe that might solve the issue.

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**Author:** ![geoff](https://avatars.discourse-cdn.com/v4/letter/g/a3d4f5/32.png) [@geoff](https://qa.fmod.com/u/geoff)\
**Post date:** [June 1, 2015, 5:54am UTC](https://qa.fmod.com/t/incorrect-3d-panning-in-1-06-02/11920/2 "2015-06-01T05:54:54Z")

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Yes, we re-arranged some code and broke it, sorry! The 1.06.03 version should be back working again.

More specifically, as part of the reverb/snapshot feature we incorporated some inbuilt engine sound orientation code, but it seemed to have its forward direction pointing the wrong way.
