# Switching between Studio Listeners using listener index

**URL:** <https://qa.fmod.com/t/switching-between-studio-listeners-using-listener-index/13328>\
**Category:** Unity\
**Created:** [July 31, 2017, 9:39pm UTC](https://qa.fmod.com/t/switching-between-studio-listeners-using-listener-index/13328 "2017-07-31T21:39:57Z")\
**Posts on this page:** 2\
**Page:** 1

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**Author:** ![csabagyorfi](https://avatars.discourse-cdn.com/v4/letter/c/53a042/32.png) [@csabagyorfi](https://qa.fmod.com/u/csabagyorfi)\
**Post date:** [July 31, 2017, 9:39pm UTC](https://qa.fmod.com/t/switching-between-studio-listeners-using-listener-index/13328/1 "2017-07-31T21:39:57Z")

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Hello, I am working on a game with multiple cameras. At each scene change the game jumping to another camera and I am trying to stick a listener on each camera and switch between these with the following script:

Switch to scene00:  
FMODUnity.RuntimeManager.SetListenerLocation(0, null, null);

Switch to scene01:  
FMODUnity.RuntimeManager.SetListenerLocation(1, null, null);

Switch to scene01:  
FMODUnity.RuntimeManager.SetListenerLocation(2, null, null);

Unfortunately, it’s not so simple. Anyone has an idea how to solve this problem? Am I on the right track?

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**Author:** ![cameron-fmod](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/cameron-fmod/32/261_2.png) [@cameron-fmod](https://qa.fmod.com/u/cameron-fmod)\
**Post date:** [August 2, 2017, 12:51am UTC](https://qa.fmod.com/t/switching-between-studio-listeners-using-listener-index/13328/2 "2017-08-02T00:51:38Z")

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The total number of listeners isn’t updated until the first Update() of the RuntimeManager after a new listener is found.  
You can use FMODUnity.RuntimeManager.StudioSystem.getNumListeners() to test this is the issue, and use setNumListeners before SetListenerLocation to ensure enough listeners have been allowed for.
