# Stop audio instances that are off-screen but are still active and animated in-game

**URL:** <https://qa.fmod.com/t/stop-audio-instances-that-are-off-screen-but-are-still-active-and-animated-in-game/19526>\
**Category:** FMOD Studio\
**Created:** [November 15, 2022, 12:53am UTC](https://qa.fmod.com/t/stop-audio-instances-that-are-off-screen-but-are-still-active-and-animated-in-game/19526 "2022-11-15T00:53:33Z")\
**Posts on this page:** 5\
**Page:** 1

<div class="post-metadata">

**Author:** ![RobbieHart](https://avatars.discourse-cdn.com/v4/letter/r/e56c9b/32.png) [@RobbieHart](https://qa.fmod.com/u/RobbieHart)\
**Post date:** [November 15, 2022, 12:53am UTC](https://qa.fmod.com/t/stop-audio-instances-that-are-off-screen-but-are-still-active-and-animated-in-game/19526/1 "2022-11-15T00:53:33Z")

</div>

As title suggest, trying to stop events triggering that are off screen.

Correct me if i’m wrong, but is that what min and max distances do?

So once the Max distance threshold is reached it will stop triggering the event?  
Or is it still trigering the event but playing it at 0 volume?

---

<div class="post-metadata">

**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:** [November 15, 2022, 10:32pm UTC](https://qa.fmod.com/t/stop-audio-instances-that-are-off-screen-but-are-still-active-and-animated-in-game/19526/2 "2022-11-15T22:32:45Z")

</div>

Hi,

[Min and Max distances](https://fmod.com/docs/2.02/studio/event-macro-controls-reference.html#min-and-max-distance) will only affect events with a `Spatializer` effect in their signal chain. Without a `Spatializer` an event is considered 2d and will be heard from anywhere in your game. I would suggest adding [Spatializers](https://fmod.com/docs/2.02/studio/glossary.html#spatializer-effect) to the events that you only want to be heard in their vicinity.

Hope this helps!

---

<div class="post-metadata">

**Author:** ![RobbieHart](https://avatars.discourse-cdn.com/v4/letter/r/e56c9b/32.png) [@RobbieHart](https://qa.fmod.com/u/RobbieHart)\
**Post date:** [November 15, 2022, 10:43pm UTC](https://qa.fmod.com/t/stop-audio-instances-that-are-off-screen-but-are-still-active-and-animated-in-game/19526/3 "2022-11-15T22:43:57Z")

</div>

Oh sorry, my question was actually about whether audio that is outside of the min and max distance range actually stops playing.

I solved the issue actually. It turns out that it doesn’t stop the event playiung, it only turns the volume to 0.

However, in Unity, FMOD settings, under behaviour, there is a setting to specifically enable “events don’t play outside of range”.

Beautiful!

Thanks

---

<div class="post-metadata">

**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:** [November 15, 2022, 10:57pm UTC](https://qa.fmod.com/t/stop-audio-instances-that-are-off-screen-but-are-still-active-and-animated-in-game/19526/4 "2022-11-15T22:57:44Z")

</div>

Apologies, you are completely right that is what will happen.

---

<div class="post-metadata">

**Author:** ![RobbieHart](https://avatars.discourse-cdn.com/v4/letter/r/e56c9b/32.png) [@RobbieHart](https://qa.fmod.com/u/RobbieHart)\
**Post date:** [November 15, 2022, 10:58pm UTC](https://qa.fmod.com/t/stop-audio-instances-that-are-off-screen-but-are-still-active-and-animated-in-game/19526/5 "2022-11-15T22:58:22Z")

</div>

it’s all good, nothing to apologise for 🙂

Just glad I randomly stumbled upon this find in Unity!
