# Setting up Steam Audio Occlusion in Unity via FMOD Studio

**URL:** <https://qa.fmod.com/t/setting-up-steam-audio-occlusion-in-unity-via-fmod-studio/19010>\
**Category:** Unity\
**Created:** [July 17, 2022, 9:49am UTC](https://qa.fmod.com/t/setting-up-steam-audio-occlusion-in-unity-via-fmod-studio/19010 "2022-07-17T09:49:27Z")\
**Posts on this page:** 3\
**Page:** 1

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**Author:** ![leefsamer](https://avatars.discourse-cdn.com/v4/letter/l/ba8739/32.png) [@leefsamer](https://qa.fmod.com/u/leefsamer)\
**Post date:** [July 17, 2022, 9:49am UTC](https://qa.fmod.com/t/setting-up-steam-audio-occlusion-in-unity-via-fmod-studio/19010/1 "2022-07-17T09:49:27Z")

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Hey Everyone,

In Unity, when I attach a FMOD Studio Event Emitter Component and a Steam Audio Source Component (Occlusion is ticked on) to a Gameobject (Sound Source), then attach a FMOD Studio Listener to my Player (Sound Destination), assign an Steam Audio Material (concrete) to various Gameobjects between them (see picture), and play the game, I can hear the Sound (position and attenuation), but I can´t hear any occlusion going on. Occlusion inside the Steam Plugin Effect, located in the Audio Track of FMOD Studio is set to “simulation-defined” as stated in the documentation.

The potential Error:  
The documentation explains:  
"In Unity …

1. Select the FMOD Event Emitter.
2. Make sure a Steam Audio Source component is attached to it.  
"

Is there even a way to attach an Steam Audio Component to an FMOD Event Emitter (Component)? Is this an error in the documetation? What am I missing?

Thank you very very much in advance!

Unity 2021.3.4f1  
FMOD Studio 2.02.07  
iMac 10.15.7

Player Gameobject is located on the other side of the immense stonewall (tiny tiny grey spot).

 ![Audio Emitter](https://canada1.discourse-cdn.com/flex036/uploads/fmod/original/2X/e/e3d6053118205c9d9a008f6246e89c8700667e5b.jpeg)

Kind Regards from Vienna, Austria

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**Author:** ![jeff\_fmod](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/jeff_fmod/32/1766_2.png) [@jeff\_fmod](https://qa.fmod.com/u/jeff_fmod)\
**Post date:** [July 20, 2022, 3:05am UTC](https://qa.fmod.com/t/setting-up-steam-audio-occlusion-in-unity-via-fmod-studio/19010/2 "2022-07-20T03:05:47Z")

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Just to confirm, have you done the necessary [setup in FMOD Studio](https://valvesoftware.github.io/steam-audio/doc/fmod/getting-started.html#add-steam-audio-to-your-fmod-studio-project), including adding **Steam Audio Spatializer** to an event and adding **phonon\_fmod** to the dynamic plugin list?

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**Author:** ![leefsamer](https://avatars.discourse-cdn.com/v4/letter/l/ba8739/32.png) [@leefsamer](https://qa.fmod.com/u/leefsamer)\
**Post date:** [July 20, 2022, 2:39pm UTC](https://qa.fmod.com/t/setting-up-steam-audio-occlusion-in-unity-via-fmod-studio/19010/3 "2022-07-20T14:39:10Z")

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Thank you for getting back to me.

I found the issue:

I somehow managed to overlook the passage in the steam unity integration documentation, where it says that after applying steam geometry you have to do: Steam → Export Active Scene…  
I did that and now it works =)

Exporting the Active Scene then automatically creates a new Gameobject named Steam Audio Static Mesh. Just mentioning this for the beginners, like me.

Thanks again, I was sure I would switch to DearVR. Now I am unsure again.

Issue is solved \<3
