# Lowering 3D panning effect in channels

**URL:** <https://qa.fmod.com/t/lowering-3d-panning-effect-in-channels/13203>\
**Category:** FMOD Engine\
**Created:** [May 26, 2017, 4:06pm UTC](https://qa.fmod.com/t/lowering-3d-panning-effect-in-channels/13203 "2017-05-26T16:06:27Z")\
**Posts on this page:** 1\
**Showing post:** 2

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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:** [May 29, 2017, 2:09am UTC](https://qa.fmod.com/t/lowering-3d-panning-effect-in-channels/13203/2 "2017-05-29T02:09:33Z")

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Checkout the 3D project in the LowLevel API examples (api/lowlevel/examples/3d.cpp).  
You don’t need to add a panner to the 3D sound because the system will set a matrix on the channel fader or channelgroup fader, and use its own code in update to do the 3d calculations.

This allows you to use [event-\>set3DMinMaxDistance()](https://www.fmod.org/docs/content/generated/FMOD_Sound_Set3DMinMaxDistance.html) and [channel-\>set3DAttributes](https://www.fmod.org/docs/content/generated/FMOD_Channel_Set3DAttributes.html).

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_[View the full topic](https://qa.fmod.com/t/lowering-3d-panning-effect-in-channels/13203)._
