# 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:** 1\
**Showing post:** 2

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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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