# Problem with simulation-based 3D occlusion with SteamAudio/Fmod/Unity

**URL:** <https://qa.fmod.com/t/problem-with-simulation-based-3d-occlusion-with-steamaudio-fmod-unity/22334>\
**Category:** Unity\
**Tags:** unity\
**Created:** [November 22, 2024, 11:49am UTC](https://qa.fmod.com/t/problem-with-simulation-based-3d-occlusion-with-steamaudio-fmod-unity/22334 "2024-11-22T11:49:34Z")\
**Posts on this page:** 7\
**Page:** 1

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**Author:** ![Giagio11](https://avatars.discourse-cdn.com/v4/letter/g/bc8723/32.png) [@Giagio11](https://qa.fmod.com/u/Giagio11)\
**Post date:** [November 22, 2024, 11:49am UTC](https://qa.fmod.com/t/problem-with-simulation-based-3d-occlusion-with-steamaudio-fmod-unity/22334/1 "2024-11-22T11:49:34Z")

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Hello,

I am developing a project in Unity that involves real-time audio recording through a microphone. However, I am encountering issues with the occlusion parameter in the Steam Audio Spatializer filter inside FMOD.

The microphone input is routed through a programmer sound, but when I set the occlusion parameter to simulation-based, I cannot hear my voice anymore. I checked, and the occlusion value remains constantly set to 0, regardless of my position within the model. To troubleshoot, I tested the simulation-based occlusion filter with a pre-recorded multi-instrument track, and it worked as expected.

 ![Programmer Instrument - jpg](https://canada1.discourse-cdn.com/flex036/uploads/fmod/original/2X/9/95d9e85bba95567edc0036c4531826c55ab3cee7.jpeg)  
(programmer instrument event emitter)

 ![Multi Instrument Track - jpg](https://canada1.discourse-cdn.com/flex036/uploads/fmod/original/2X/a/ad866f15810b58f556706af85784e293d78b6913.jpeg)  
(multi - instrument track event emitter)

Is this issue specific to the programmer sound? If so, is there an alternative way to apply the Steam Audio Spatializer filter to real-time microphone input?

Any help or guidance would be greatly appreciated!

Thank you,  
Giacomo

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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:** [November 29, 2024, 4:13am UTC](https://qa.fmod.com/t/problem-with-simulation-based-3d-occlusion-with-steamaudio-fmod-unity/22334/2 "2024-11-29T04:13:49Z")

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There isn’t anything special about the programmer sound that should cause this, are you testing using the same gameobjects in Unity?  
Have you checked over the [steam audio docs](https://valvesoftware.github.io/steam-audio/doc/fmod/guide.html?highlight=occlusion#model-transmission-through-geometry) to see if anything stands out?  
You could also try the Steam Audio [support forum](https://steamcommunity.com/app/596420/discussions/).

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**Author:** ![Asemerald](https://avatars.discourse-cdn.com/v4/letter/a/ccd318/32.png) [@Asemerald](https://qa.fmod.com/u/Asemerald)\
**Post date:** [April 21, 2025, 3:58pm UTC](https://qa.fmod.com/t/problem-with-simulation-based-3d-occlusion-with-steamaudio-fmod-unity/22334/3 "2025-04-21T15:58:32Z")

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Hi, its the only issue I see about this and I have the same problem, im using Vivox and FMOD, passing Vivox audio trough FMOD via a Programmer Instrument. When I add a SteamAudio Spatializer to my Event it works, but if I enable occlusion, I cant hear it anymore, but if I add another audio track that isnt a programmer instrument, I do hear the sound and its occluded perfectly

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**Author:** ![Leah\_FMOD](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/leah_fmod/32/3685_2.png) [@Leah\_FMOD](https://qa.fmod.com/u/Leah_FMOD)\
**Post date:** [April 28, 2025, 4:23am UTC](https://qa.fmod.com/t/problem-with-simulation-based-3d-occlusion-with-steamaudio-fmod-unity/22334/4 "2025-04-28T04:23:32Z")

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Sorry for the delayed response!

Depending on what exactly the issue is, this may be a problem for the Steam Audio team to fix, so I’d recommend posting about this issue on their forums like Cam mentioned in his earlier reply. That said, could I get you to share a screenshot or screenshots of how your event is set up so that I can take a closer look on my end?

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<div class="post-metadata">

**Author:** ![Asemerald](https://avatars.discourse-cdn.com/v4/letter/a/ccd318/32.png) [@Asemerald](https://qa.fmod.com/u/Asemerald)\
**Post date:** [April 29, 2025, 8:29am UTC](https://qa.fmod.com/t/problem-with-simulation-based-3d-occlusion-with-steamaudio-fmod-unity/22334/5 "2025-04-29T08:29:11Z")

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> [@Leah\_FMOD](#):
>
> Depending on what exactly the issue is, this may be a problem for the Steam Audio team to fix,

Yeah I figured, I openned an issue on their github about it here [Steam Audio Occlusion not working with Programmer Instrument in Unity · Issue #422 · ValveSoftware/steam-audio](https://github.com/ValveSoftware/steam-audio/issues/422)

If you want there is a link to the project here, but I will include screenshot of the setup :

 ![image](https://canada1.discourse-cdn.com/flex036/uploads/fmod/original/2X/7/79ba9fd107121d00b87ba592f7054b7c3b521976.png)

might also be important to precise, but the gameobject with the audio emitter is instantiated in the scene, not here by default

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<div class="post-metadata">

**Author:** ![Asemerald](https://avatars.discourse-cdn.com/v4/letter/a/ccd318/32.png) [@Asemerald](https://qa.fmod.com/u/Asemerald)\
**Post date:** [April 29, 2025, 8:29am UTC](https://qa.fmod.com/t/problem-with-simulation-based-3d-occlusion-with-steamaudio-fmod-unity/22334/6 "2025-04-29T08:29:49Z")

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![image](https://canada1.discourse-cdn.com/flex036/uploads/fmod/original/2X/6/6fd15cd4ccf915fa240f84d7c26e6813b9504293.png)

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<div class="post-metadata">

**Author:** ![Leah\_FMOD](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/leah_fmod/32/3685_2.png) [@Leah\_FMOD](https://qa.fmod.com/u/Leah_FMOD)\
**Post date:** [May 8, 2025, 7:57am UTC](https://qa.fmod.com/t/problem-with-simulation-based-3d-occlusion-with-steamaudio-fmod-unity/22334/7 "2025-05-08T07:57:26Z")

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Happy to see that you managed to figure out a fix in the SteamAudio github issue - feel free to let us know if you run into any other issues in the future.
