# Sound stops working upon adding a spatializer

**URL:** <https://qa.fmod.com/t/sound-stops-working-upon-adding-a-spatializer/20467>\
**Category:** Unity\
**Tags:** unity, csharp\
**Created:** [July 26, 2023, 6:45pm UTC](https://qa.fmod.com/t/sound-stops-working-upon-adding-a-spatializer/20467 "2023-07-26T18:45:28Z")\
**Posts on this page:** 9\
**Page:** 1

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**Author:** ![Mesalon](https://avatars.discourse-cdn.com/v4/letter/m/c89c15/32.png) [@Mesalon](https://qa.fmod.com/u/Mesalon)\
**Post date:** [July 26, 2023, 6:45pm UTC](https://qa.fmod.com/t/sound-stops-working-upon-adding-a-spatializer/20467/1 "2023-07-26T18:45:28Z")

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Hello. I have a sound I’m creating with an event instance, and it works fine in 2D. The sound plays well.  
However, when I simply add a spatializer, the sound no longer works in game and I hear nothing, despite the preview in FMOD and preview in Unity playing the sound.

 ![image](https://canada1.discourse-cdn.com/flex036/uploads/fmod/original/2X/7/744a03cca76a42ac7c4b4af28faa7ed9d8d142d4.png)  
This is my first time posting, I hope that image conveys enough information.  
Thanks!

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<div class="post-metadata">

**Author:** ![Mesalon](https://avatars.discourse-cdn.com/v4/letter/m/c89c15/32.png) [@Mesalon](https://qa.fmod.com/u/Mesalon)\
**Post date:** [July 26, 2023, 6:50pm UTC](https://qa.fmod.com/t/sound-stops-working-upon-adding-a-spatializer/20467/2 "2023-07-26T18:50:13Z")

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Also to clarify, another event I have which is a 3D action played by PlayOneShot works perfectly fine. It’s for my gunshots.

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**Author:** ![g.hadji](https://avatars.discourse-cdn.com/v4/letter/g/b19c9b/32.png) [@g.hadji](https://qa.fmod.com/u/g.hadji)\
**Post date:** [July 26, 2023, 7:02pm UTC](https://qa.fmod.com/t/sound-stops-working-upon-adding-a-spatializer/20467/3 "2023-07-26T19:02:34Z")

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Can you check with the profiler where your sound is being played during playmode ? It could be placed outside of the max distance of your event, explaining why you can’t hear it as soon as you add a spatializer.

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<div class="post-metadata">

**Author:** ![Mesalon](https://avatars.discourse-cdn.com/v4/letter/m/c89c15/32.png) [@Mesalon](https://qa.fmod.com/u/Mesalon)\
**Post date:** [July 26, 2023, 7:17pm UTC](https://qa.fmod.com/t/sound-stops-working-upon-adding-a-spatializer/20467/4 "2023-07-26T19:17:33Z")

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I’m not completely sure what to make of this information. I’m very new to FMOD :\>

 ![image](https://canada1.discourse-cdn.com/flex036/uploads/fmod/original/2X/7/7cb6f40e3b135b65221d4e11ee058359c71e852d.jpeg)

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**Author:** ![g.hadji](https://avatars.discourse-cdn.com/v4/letter/g/b19c9b/32.png) [@g.hadji](https://qa.fmod.com/u/g.hadji)\
**Post date:** [July 26, 2023, 7:56pm UTC](https://qa.fmod.com/t/sound-stops-working-upon-adding-a-spatializer/20467/5 "2023-07-26T19:56:14Z")

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Okay so you did a capture of your game focusing on your footstep event, that’s perfect. In the fmod profiler you have several display modes to read your game’s data. Right now you’re on the CPU load display. Switch to the “lifespans” display mode and select any instance of your footstep event. Then move the read head to your selected instance and check in the Overview window (on the right of your screen) where this event is spacialized, it should be represented by a filled yellow circle. If your instance doesn’t show up in the overview, try to enhance the radius, to see if it is not spatialized really far away from your listener. Here’s a capture of my profiler to help you visualize the different steps.

 ![image](https://canada1.discourse-cdn.com/flex036/uploads/fmod/original/2X/9/9024152bb55237e08e0809acfeba3881eb396f85.png)

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<div class="post-metadata">

**Author:** ![Mesalon](https://avatars.discourse-cdn.com/v4/letter/m/c89c15/32.png) [@Mesalon](https://qa.fmod.com/u/Mesalon)\
**Post date:** [July 26, 2023, 8:23pm UTC](https://qa.fmod.com/t/sound-stops-working-upon-adding-a-spatializer/20467/6 "2023-07-26T20:23:17Z")

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Weird, it seems like that dot shows up but only in not-ortho view. In ortho it doesn’t show and the radius doesn’t seem to change anything about it.

 ![image](https://canada1.discourse-cdn.com/flex036/uploads/fmod/original/2X/4/4e1aeaaee31e668676dbae04456dc16aaca7e493.png)

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<div class="post-metadata">

**Author:** ![Mesalon](https://avatars.discourse-cdn.com/v4/letter/m/c89c15/32.png) [@Mesalon](https://qa.fmod.com/u/Mesalon)\
**Post date:** [July 26, 2023, 9:01pm UTC](https://qa.fmod.com/t/sound-stops-working-upon-adding-a-spatializer/20467/7 "2023-07-26T21:01:32Z")

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I believe I found the root of the issue. I never define where to play the sound.  
I’m not sure how to do this though. The tutorial I’m watching uses a 2D timeline for it’s footsteps.

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<div class="post-metadata">

**Author:** ![g.hadji](https://avatars.discourse-cdn.com/v4/letter/g/b19c9b/32.png) [@g.hadji](https://qa.fmod.com/u/g.hadji)\
**Post date:** [July 27, 2023, 1:18pm UTC](https://qa.fmod.com/t/sound-stops-working-upon-adding-a-spatializer/20467/8 "2023-07-27T13:18:40Z")

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Could you try to explain how the event is implemented in Unity ?

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<div class="post-metadata">

**Author:** ![Mesalon](https://avatars.discourse-cdn.com/v4/letter/m/c89c15/32.png) [@Mesalon](https://qa.fmod.com/u/Mesalon)\
**Post date:** [July 27, 2023, 5:06pm UTC](https://qa.fmod.com/t/sound-stops-working-upon-adding-a-spatializer/20467/9 "2023-07-27T17:06:34Z")

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I never called RuntimeManager.AttachInstanceToGameObject.
