# Snapshot per FMOD Studio Listener

**URL:** <https://qa.fmod.com/t/snapshot-per-fmod-studio-listener/22050>\
**Category:** Unity\
**Tags:** unity, csharp\
**Created:** [August 30, 2024, 11:50pm UTC](https://qa.fmod.com/t/snapshot-per-fmod-studio-listener/22050 "2024-08-30T23:50:29Z")\
**Posts on this page:** 4\
**Page:** 1

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**Author:** ![Bacall](https://avatars.discourse-cdn.com/v4/letter/b/eb9ed0/32.png) [@Bacall](https://qa.fmod.com/u/Bacall)\
**Post date:** [August 30, 2024, 11:50pm UTC](https://qa.fmod.com/t/snapshot-per-fmod-studio-listener/22050/1 "2024-08-30T23:50:29Z")

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Hi,  
is it possible to add e.g. a high cut only to one of the FMOD Studio Listeners? For a 2D game, let’s say I have two Studio Listeners: one of them is outside a house, the other is inside the house following my character. Is it possible to high cut the listener outside the house? So outside sounds appear muffled until my character walks out. E.g. toggle a snapshot for only a specific Studio Listener.  
Thanks in advance,

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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:** [September 3, 2024, 5:30am UTC](https://qa.fmod.com/t/snapshot-per-fmod-studio-listener/22050/2 "2024-09-03T05:30:53Z")

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Hi,

Unfortunately, it is not possible to add a snapshot to a listener. Listeners do not have their own signal chain, rather they are used to calculate positioning for 3D sounds. You can read more about them here: [FMOD Studio | Glossary - Listener](https://fmod.com/docs/2.02/studio/glossary.html#listener).

Alternate solutions may be:

> [@Recommended/usual paths for audio occlusion ("walls block sound") in Unity?](https://qa.fmod.com/t/recommended-usual-paths-for-audio-occlusion-walls-block-sound-in-unity/20639/2):
>
> Occlusion in Unity and Unreal are achieved in the same way: Define a specific parameter for your events that will be used to control events’ occlusion behavior, build occlusion behavior into all the events you want to be occlude-able by using that parameter to automate effect properties or trigger instruments, use ray casting within your game engine to calculate the values to which that parameter should be set, and the the parameter’s value accordingly. Unreal differs from Unity only in that i…

> [@Audio Occlusion FMOD w/ Unity not working](https://qa.fmod.com/t/audio-occlusion-fmod-w-unity-not-working/19313):
>
> Hello everyone! I have a problem with audio occlusion in Unity and FMOD. It just doesn’t work. I am inside a hut, with a radio, and I want the radio music to be cut off on the other side of the wall. But you can hear it currently clear as day. Here is the script I’ve been using: using System.Collections; using System.Collections.Generic; using UnityEngine; public class OcclusionScript : MonoBehaviour { private Transform m\_MyTrans; private FMODUnity.StudioEventEmitter m\_Sourc…

> [@Bacall](#):
>
> Is it possible to high cut the listener outside the house?

If I have misunderstood the issue, please let me know.

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<div class="post-metadata">

**Author:** ![Bacall](https://avatars.discourse-cdn.com/v4/letter/b/eb9ed0/32.png) [@Bacall](https://qa.fmod.com/u/Bacall)\
**Post date:** [September 3, 2024, 11:27am UTC](https://qa.fmod.com/t/snapshot-per-fmod-studio-listener/22050/3 "2024-09-03T11:27:52Z")

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Hi!

All good suggestions, it’s appreciated. In my 2D platformer, when the player enter a room he is teleported to a new room (x,y coordinates), maybe located out of bounds. That room has its own listener that follows the player, the other listener stays in the world so I can still hear the audio from “outside”.

Question: Is there a way to make the Spatializer not just control the volume but also highcut? Then I could move the world listener away from the player on the Z depth, while he is in the room, so the world sound appears more muffled for that specific listener. I already do this to make the sound appear more quiet. And move back whenever the player returns to the world (e.g. leaves room). I wouldn’t have to do all that raycasting then

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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:** [September 4, 2024, 11:14pm UTC](https://qa.fmod.com/t/snapshot-per-fmod-studio-listener/22050/4 "2024-09-04T23:14:32Z")

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Hi,

Unfortunately, our spatializer does not support this behavior. However, you could look into Googles or Steams spatializer if they provide it:

- Google: [Resonance Audio - FMOD](https://resonance-audio.github.io/resonance-audio/develop/fmod/getting-started.html)
- Steam: [Getting Started — Steam Audio FMOD Studio Integration documentation](https://valvesoftware.github.io/steam-audio/doc/fmod/getting-started.html), I know Steam provides [Audio Rooms](https://resonance-audio.github.io/resonance-audio/reference/unity/class/resonance-audio-room.html) which may be what you are looking for. Just make sure to use

Hope this helps.
