# Position of audio when using .start() method

**URL:** <https://qa.fmod.com/t/position-of-audio-when-using-start-method/11798>\
**Category:** Unity\
**Created:** [January 16, 2015, 2:23am UTC](https://qa.fmod.com/t/position-of-audio-when-using-start-method/11798 "2015-01-16T02:23:55Z")\
**Posts on this page:** 2\
**Page:** 1

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**Author:** ![Guest3](https://avatars.discourse-cdn.com/v4/letter/g/898d66/32.png) [@Guest3](https://qa.fmod.com/u/Guest3)\
**Post date:** [January 16, 2015, 2:23am UTC](https://qa.fmod.com/t/position-of-audio-when-using-start-method/11798/1 "2015-01-16T02:23:55Z")

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How do you control the position of the audio when using the .start method?

In my current Unity project it seems to be positioned at world zero but as the listener moves away the sound gets further away and thus quieter.

What I’m most interested in is learning how position relates to sound event and how to control the position.

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<div class="post-metadata">

**Author:** ![nick1](https://avatars.discourse-cdn.com/v4/letter/n/47e85d/32.png) [@nick1](https://qa.fmod.com/u/nick1)\
**Post date:** [January 16, 2015, 4:35am UTC](https://qa.fmod.com/t/position-of-audio-when-using-start-method/11798/2 "2015-01-16T04:35:27Z")

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Call EventInstance::set3DAttributes()

```
  Vector3 position = <blah>;
  var attributes = FMOD.Studio.UnityUtil.to3DAttributes(position);
  instance.set3DAttributes(attributes);
```
