# Set Audio Listener Attenuation Override doesn't work for FMOD+UE5.6

**URL:** <https://qa.fmod.com/t/set-audio-listener-attenuation-override-doesnt-work-for-fmod-ue5-6/23824>\
**Category:** Unreal Engine\
**Tags:** ue5\
**Created:** [December 19, 2025, 8:38am UTC](https://qa.fmod.com/t/set-audio-listener-attenuation-override-doesnt-work-for-fmod-ue5-6/23824 "2025-12-19T08:38:57Z")\
**Posts on this page:** 2\
**Page:** 1

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**Author:** ![Sintetic](https://avatars.discourse-cdn.com/v4/letter/s/c37758/32.png) [@Sintetic](https://qa.fmod.com/u/Sintetic)\
**Post date:** [December 19, 2025, 8:38am UTC](https://qa.fmod.com/t/set-audio-listener-attenuation-override-doesnt-work-for-fmod-ue5-6/23824/1 "2025-12-19T08:38:57Z")

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Hello! The **Set Audio Listener Attenuation Override** node does not work with FMOD. We tested it with the native audio system and everything works correctly there. Using a workaround via rotation doesn’t work for us, it’s not correct and behaves inconsistently. Are there any solutions to this issue, or is this planned to be fixed?

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**Author:** ![li\_fmod](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/li_fmod/32/6577_2.png) [@li\_fmod](https://qa.fmod.com/u/li_fmod)\
**Post date:** [December 22, 2025, 11:55pm UTC](https://qa.fmod.com/t/set-audio-listener-attenuation-override-doesnt-work-for-fmod-ue5-6/23824/2 "2025-12-22T23:55:20Z")

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Hi,

Thank you for sharing the information!

> [@Sintetic](#):
>
> Are there any solutions to this issue, or is this planned to be fixed?

This is a known limitation and is the same issue discussed here:

> [@Attenuation on Character, Spatialization on the Camera -- UE5.1 - Fmod Studio 2.02.11](https://qa.fmod.com/t/attenuation-on-character-spatialization-on-the-camera-ue5-1-fmod-studio-2-02-11/20335):
>
> I’m trying to use the “Set Audio Listener Attenuation Override” node. It’s being called on my player characters blueprint on begin play. However nothing I set seems to have any effect. I’ve even tried setting the location to far far away just to see if anything was happening at all. Breakpoints hit though. Trying the “Set Audio Listener Override” node in the same place works, but I don’t want to have spatialization on the character, and I don’t want to update things on tick to correct the rotat…

FMOD currently uses a single listener position in Unreal, so separating attenuation and spatialization like Unreal’s listener attenuation override isn’t supported.

We already have an internal backlog item tracking this, and for now the recommended workaround is to control attenuation per event (for example via FMODAttenuationDetails or parameters).
