# RMS value gets influenced by collisions

**URL:** https://qa.fmod.com/t/rms-value-gets-influenced-by-collisions/22389
**Category:** Unreal Engine
**Created:** [December 9, 2024, 2:40pm UTC](https://qa.fmod.com/t/rms-value-gets-influenced-by-collisions/22389 "2024-12-09T14:40:06Z")
**Posts on this page:** 3
**Page:** 1

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### Author: ![Luurio](https://avatars.discourse-cdn.com/v4/letter/l/ecb155/32.png) [@Luurio](https://qa.fmod.com/u/Luurio)
#### Post date: [December 9, 2024, 2:40pm UTC](https://qa.fmod.com/t/rms-value-gets-influenced-by-collisions/22389/1 "2024-12-09T14:40:06Z")

</div>

Hello. I have an fmod event that has a specialized on it so that I can hear it in 3D.

 ![image](https://canada1.discourse-cdn.com/flex036/uploads/fmod/original/2X/5/5478171f9d4860174ba46998ef00e488b2d998ed.png)  
The event is played by the enemy. I also have a script that retrieves the rms value of the event and that is used to scale the ripple particle scale.

```auto
float UFmod_BP_Function_Library::GetFMODInstanceRMS(UFMODAudioComponent* FMODInstance)
{
    FMOD::ChannelGroup* ChanGroup = nullptr;
    FMODInstance->StudioInstance->getChannelGroup(&ChanGroup);
    if (ChanGroup)
    {
        FMOD::DSP* ChanDSP = nullptr;
        ChanGroup->getDSP(FMOD_CHANNELCONTROL_DSP_HEAD, &ChanDSP);
        if (ChanDSP)
        {
            ChanDSP->setMeteringEnabled(false, true);
            FMOD_DSP_METERING_INFO Info = {};
            ChanDSP->getMeteringInfo(nullptr, &Info);

            return Info.rmslevel[0];
        }
    }

    return 0;
}

```

The ripple particles become microscopic when the player is facing away regardless if an object is infront.

 ![image](https://canada1.discourse-cdn.com/flex036/uploads/fmod/original/2X/e/e70ace54fa606102c035c0644b9138714f0754f9.jpeg)  
 ![image](https://canada1.discourse-cdn.com/flex036/uploads/fmod/original/2X/0/0496547d5a0804ca7035c97d9584037bee451106.jpeg)  
What I need is the Ripples to stay the same size regardless of player rotation.

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<div class="post-metadata">

### Author: ![Luurio](https://avatars.discourse-cdn.com/v4/letter/l/ecb155/32.png) [@Luurio](https://qa.fmod.com/u/Luurio)
#### Post date: [December 12, 2024, 11:58am UTC](https://qa.fmod.com/t/rms-value-gets-influenced-by-collisions/22389/2 "2024-12-12T11:58:51Z")

</div>

I have made a discovery. It isnt the collisions but the code that retrieves the rms value. For example `return Info.rmslevel[0];` is what the player hears in the LEFT ear, but `return Info.rmslevel[1];` is the RIGHT ear. So the issue now is how do I get the volume that the object is outputting regardless of how the player hears it?

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### Author: ![Connor\_FMOD](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/connor_fmod/32/3685_2.png) [@Connor\_FMOD](https://qa.fmod.com/u/Connor_FMOD)
#### Post date: [December 17, 2024, 12:50am UTC](https://qa.fmod.com/t/rms-value-gets-influenced-by-collisions/22389/3 "2024-12-17T00:50:24Z")

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Hi,

Thank you for all the information and code.

Unfortunately, I am not able to reproduce the behaviour. Would it be possible to upload the project to your [profile](https://fmod.com/profile#uploads) or a stipped out version displaying the issue?
