# Unity Reverb spheres with FMOD?

**URL:** <https://qa.fmod.com/t/unity-reverb-spheres-with-fmod/12077>\
**Category:** Unity\
**Created:** [October 9, 2015, 3:22am UTC](https://qa.fmod.com/t/unity-reverb-spheres-with-fmod/12077 "2015-10-09T03:22:35Z")\
**Posts on this page:** 2\
**Page:** 1

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**Author:** ![ViRiX\_Dreamcore](https://avatars.discourse-cdn.com/v4/letter/v/ec9cab/32.png) [@ViRiX\_Dreamcore](https://qa.fmod.com/u/ViRiX_Dreamcore)\
**Post date:** [October 9, 2015, 3:22am UTC](https://qa.fmod.com/t/unity-reverb-spheres-with-fmod/12077/1 "2015-10-09T03:22:35Z")

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Is it possible to use the Unity Reverb spheres with FMOD Studio? I really liked the idea of being able to hand place the reverbs instead of just guessing and having to go and rebuild the bank everytime.

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<div class="post-metadata">

**Author:** ![nick1](https://avatars.discourse-cdn.com/v4/letter/n/47e85d/32.png) [@nick1](https://qa.fmod.com/u/nick1)\
**Post date:** [October 11, 2015, 10:49pm UTC](https://qa.fmod.com/t/unity-reverb-spheres-with-fmod/12077/2 "2015-10-11T22:49:47Z")

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It’s not possible to use the Unity reverb spheres.

I don’t know what your current workflow is there is a way that let you set spheres in Unity to trigger snapshots.

Create a Game Object with a **Sphere Collidier** and set _Is Trigger_ to true.

Then add a custom script along the lines of:

```
public class ReverbZone : MonoBehaviour
{
    FMOD.Studio.EventInstance ReverbSnaphsot;

    void Start()
    {
        var system = FMOD_StudioSystem.instance.System;
        FMOD.Studio.EventDescription description;
        system.getEvent("snapshot:/path/to/reverb/snapshot", out description);
        description.createInstance(out ReverbSnaphsot);
    }

    void OnDestroy()
    {
        ReverbSnaphsot.stop(FMOD.Studio.STOP_MODE.IMMEDIATE);
        ReverbSnaphsot.release();
    }

    void OnTriggerEnter(Collider other)
    {
        if (other.CompareTag("Player"))
        {
            ReverbSnaphsot.start();
        }
    }

    void OnTriggerExit(Collider other)
    {
        if (other.CompareTag("Player"))
        {
            ReverbSnaphsot.stop(FMOD.Studio.STOP_MODE.ALLOWFADEOUT);
        }
    }
}
```
