# Quad ambience playback without phasing

**URL:** <https://qa.fmod.com/t/quad-ambience-playback-without-phasing/21163>\
**Category:** FMOD Studio\
**Tags:** unity\
**Created:** [January 28, 2024, 6:19pm UTC](https://qa.fmod.com/t/quad-ambience-playback-without-phasing/21163 "2024-01-28T18:19:00Z")\
**Posts on this page:** 1\
**Showing post:** 3

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**Author:** ![ianberman](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/ianberman/32/2319_2.png) [@ianberman](https://qa.fmod.com/u/ianberman)\
**Post date:** [March 8, 2024, 5:27pm UTC](https://qa.fmod.com/t/quad-ambience-playback-without-phasing/21163/3 "2024-03-08T17:27:40Z")

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Hi Jeff, thanks for the reply and apologies in my delay getting back to you - I had to focus on a few other things this month.

So, If I’m understanding correctly the easiest way to make a multichannel file rotate is to put a spatializer on it like so:  
 ![image](https://canada1.discourse-cdn.com/flex036/uploads/fmod/original/2X/9/902affb375d542c62998d2f9cecc56a693f29a08.png)  
Therefore this approach could answer threads like this?

> [@Creating Quad Ambiences](https://qa.fmod.com/t/creating-quad-ambiences/16418/7):
>
> I’m also wondering about the best way to accomplish this slight_smile In our game, ambiences are mixed down to mono and spatialized when the player is outside of a trigger zone. But when the player is within it, the ambiences play back 2d (un-spatialized). It would be much more immersive if player head rotation was part of the 2d system!

I think the core of my question is: are we, in theory, sacrificing any qualities of the original recording, since it will be collapsing the multichannel file in the spatializer?

I’m still not exactly sure what is happening with the quad rain file, but here is the original :

> **[rain\_basic\_quad\_quad.wav](https://drive.google.com/file/d/1XnRr54J9PFVTkTJwzuP8NeCu54v-Hksi/view?usp=sharing)**
>
> Google Drive file.

Thanks again,  
Ian

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