# Top down 2D spatial sounds

**URL:** <https://qa.fmod.com/t/top-down-2d-spatial-sounds/21552>\
**Category:** FMOD Studio\
**Tags:** cpp\
**Created:** [April 27, 2024, 4:18am UTC](https://qa.fmod.com/t/top-down-2d-spatial-sounds/21552 "2024-04-27T04:18:22Z")\
**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:** [April 29, 2024, 6:59am UTC](https://qa.fmod.com/t/top-down-2d-spatial-sounds/21552/2 "2024-04-29T06:59:11Z")

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Hi,

I will pass on these two forums that were experiencing similar issues:  
Forums.  
([3D Attributes in a 2D game - #3 by jmcmorris](https://qa.fmod.com/t/3d-attributes-in-a-2d-game/20534/3))  
([2D positonal sounds](https://qa.fmod.com/t/2d-positonal-sounds/13948))

Could you elaborate on:

> [@tlconflict](#):
>
> but there can be a floor ontop of the player (I call that Z in my game)

as I am confused about the level setup.

> [@tlconflict](#):
>
> Am I not supposed to move the listener?

You can move the listener, you can either attach it to the player character or the main camera. More information about the listener can be found here: [FMOD Studio | Glossary - Listener](https://fmod.com/docs/2.02/studio/glossary.html#listener).

> [@tlconflict](#):
>
> Setting the listeners position to be x: 15, y: 15, z: 15, and the gunshot event position to same pos leads to no sound?! Why is that?

Unfortunately, as it is a custom engine I am not sure why this is happening.  
Would it be possible to [enable live update](https://www.fmod.com/docs/2.01/studio/editing-during-live-update.html) and record a [profiler session](https://fmod.com/docs/2.02/studio/profiling.html) and keep an eye on the location of the events in the [3D view](https://fmod.com/docs/2.02/studio/profiling.html#3d-view) and make sure the positions of everything is as expected.

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_[View the full topic](https://qa.fmod.com/t/top-down-2d-spatial-sounds/21552)._
