# Trying to use the reverb system

**URL:** <https://qa.fmod.com/t/trying-to-use-the-reverb-system/19485>\
**Category:** Unity\
**Created:** [November 7, 2022, 10:21am UTC](https://qa.fmod.com/t/trying-to-use-the-reverb-system/19485 "2022-11-07T10:21:01Z")\
**Posts on this page:** 3\
**Page:** 1

<div class="post-metadata">

**Author:** ![Molotovv](https://avatars.discourse-cdn.com/v4/letter/m/ee7513/32.png) [@Molotovv](https://qa.fmod.com/u/Molotovv)\
**Post date:** [November 7, 2022, 10:21am UTC](https://qa.fmod.com/t/trying-to-use-the-reverb-system/19485/1 "2022-11-07T10:21:01Z")

</div>

Hi, I’m trying to use the reverb system as [described here](https://www.fmod.com/docs/2.01/api/white-papers-using-multiple-reverbs.html), but I think I don’t use it correctly as it seems to have no effect.  
Here’s how I handled it:

```auto
Factory.System_Create(out FMOD.System sys);
sys.setReverbProperties(reverbDSP, ref reverbProperties);

```

From what the documentation says, this should be enough to create the reverb DSP, so next I’m simply setting the reverb level on an already playing instance like so:

```auto
eventInstance.setReverbLevel(reverbDSP, 1.0f);

```

But the sound just keeps playing the exact same way, no reverb applied.  
If I then try to get the instance’s reverb level (using `eventInstance.getReverbLevel(reverbDSP, out level)`), I get the correct value so I guess it means the reverb DSP is indeed created and setup correctly on FMOD’s side.

&nbsp;

Side question: I just saw the [3D Reverb page](https://www.fmod.com/docs/2.02/api/white-papers-3d-reverb.html), which from my understanding wouldn’t work with events but only with channels?

Thanks !

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<div class="post-metadata">

**Author:** ![Leah\_FMOD](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/leah_fmod/32/3685_2.png) [@Leah\_FMOD](https://qa.fmod.com/u/Leah_FMOD)\
**Post date:** [November 9, 2022, 5:30am UTC](https://qa.fmod.com/t/trying-to-use-the-reverb-system/19485/2 "2022-11-09T05:30:13Z")

</div>

Hi,

Your issue seems to be that you’re creating your own Core System with `Factory.System_Create()`. FMOD’s Unity integration creates and manages a Core System for you, which you can access with `FMODUnity.RuntimeManager.CoreSystem` - if you’re using `StudioEventEmitter` or `StudioListener` components, they are handled by this system. As such, you can simply adjust your existing code to use the existing system instead of creating your own.

Your reverb code using `FMODUnity.RuntimeManager.CoreSystem` might look something like this:

```auto
FMODUnity.RuntimeManager.CoreSystem.setReverbProperties(reverbDSP, ref reverbProperties);
yourStudioEventEmitter.EventInstance.setReverbLevel(reverbDSP, 1.0f);

```

Hope that helps!

---

<div class="post-metadata">

**Author:** ![Molotovv](https://avatars.discourse-cdn.com/v4/letter/m/ee7513/32.png) [@Molotovv](https://qa.fmod.com/u/Molotovv)\
**Post date:** [November 10, 2022, 9:14am UTC](https://qa.fmod.com/t/trying-to-use-the-reverb-system/19485/3 "2022-11-10T09:14:24Z")

</div>

That worked just fine, thanks a lot !
