# UE4 Attenuation problems

**URL:** https://qa.fmod.com/t/ue4-attenuation-problems/14613
**Category:** Unreal Engine
**Created:** [April 26, 2019, 12:23am UTC](https://qa.fmod.com/t/ue4-attenuation-problems/14613 "2019-04-26T00:23:53Z")
**Posts on this page:** 2
**Page:** 1

<div class="post-metadata">

### Author: ![gamedev286](https://avatars.discourse-cdn.com/v4/letter/g/edb3f5/32.png) [@gamedev286](https://qa.fmod.com/u/gamedev286)
#### Post date: [April 26, 2019, 12:23am UTC](https://qa.fmod.com/t/ue4-attenuation-problems/14613/1 "2019-04-26T00:23:53Z")

</div>

i am working on a first person shooter game in Unreal Engine 4 (4.17) in C++. I have integrated the FMOD Event in my shooting function using this line:

UFMODBlueprintStatics::PlayEventAtLocation(this, FMODGunshot, GetTransform(), true);

which works fine. I have set a “Distance” parameter and blended two gunshot sounds along with a lowpass, but during gameplay the attenuation range is small, I set the range in FMOD from 1 - 10k and still get same results i have tried to also set it from 300 - 10k and even 1 - 1. The sound attenuation would always remain at the same range and never change no matter what setting I put.

Could anyone help me with this issue? Am I doing something wrong? I am also new to coding and working with FMOD.

---

<div class="post-metadata">

### 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: [May 2, 2019, 6:11am UTC](https://qa.fmod.com/t/ue4-attenuation-problems/14613/2 "2019-05-02T06:11:07Z")

</div>

We use the same units of measurement in FMOD as UE4 does, 1 unit = 1 meter.

What version on FMOD are you using?  
Do you have multiple listeners/players in the map?  
Does this only occur in editor or in a built game also?  
Have you tested the Event in the Studio Sandbox to see if it behaves correctly?
