# Unnecessary Square Root

**URL:** <https://qa.fmod.com/t/unnecessary-square-root/19398>\
**Category:** Unity\
**Tags:** unity, csharp\
**Created:** [October 13, 2022, 10:14am UTC](https://qa.fmod.com/t/unnecessary-square-root/19398 "2022-10-13T10:14:32Z")\
**Posts on this page:** 4\
**Page:** 1

<div class="post-metadata">

**Author:** ![RubberBandGames](https://avatars.discourse-cdn.com/v4/letter/r/8e7dd6/32.png) [@RubberBandGames](https://qa.fmod.com/u/RubberBandGames)\
**Post date:** [October 13, 2022, 10:14am UTC](https://qa.fmod.com/t/unnecessary-square-root/19398/1 "2022-10-13T10:14:32Z")

</div>

Hello,

Doing some performance improvements for our game (Unity).  
I’ve noticed that in RuntimeManager.cs within UpdateActiveEmitter you are doing a potential unnecessary square root.

Is there a reason for this?

I’ve made a potential fix, could you look into this.

Previous code

```auto
public static void UpdateActiveEmitter(StudioEventEmitter emitter, bool force = false)
        {
            // If at least once listener is within the max distance, ensure an event instance is playing
            bool playInstance = false;
            for (int i = 0; i < Listeners.Count; i++)
            {
                if (Vector3.Distance(emitter.transform.position, Listeners[i].transform.position) <= emitter.MaxDistance)
                {
                    playInstance = true;
                    break;
                }
            }
            
            if (force || playInstance != emitter.IsPlaying())
            {
                if (playInstance)
                {
                    emitter.PlayInstance();
                }
                else
                {
                    emitter.StopInstance();
                }
            }
        }

```

Amended code

```auto
public static void UpdateActiveEmitter(StudioEventEmitter emitter, bool force = false)
        {
            // If at least once listener is within the max distance, ensure an event instance is playing
            bool playInstance = false;
            for (int i = 0; i < Listeners.Count; i++)
            {
                // Maybe cache this?
                float maxDistanceSqr = emitter.MaxDistance;
                maxDistanceSqr *= maxDistanceSqr;

                if ((emitter.transform.position -Listeners[i].transform.position).sqrMagnitude <= maxDistanceSqr)
                {
                    playInstance = true;
                    break;
                }
            }
            
            if (force || playInstance != emitter.IsPlaying())
            {
                if (playInstance)
                {
                    emitter.PlayInstance();
                }
                else
                {
                    emitter.StopInstance();
                }
            }
        }

```

Thanks,  
Tom

---

<div class="post-metadata">

**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:** [October 17, 2022, 12:52am UTC](https://qa.fmod.com/t/unnecessary-square-root/19398/2 "2022-10-17T00:52:32Z")

</div>

Hi,

Thank you for the suggestion!

What version of the integration are you using?

---

<div class="post-metadata">

**Author:** ![RubberBandGames](https://avatars.discourse-cdn.com/v4/letter/r/8e7dd6/32.png) [@RubberBandGames](https://qa.fmod.com/u/RubberBandGames)\
**Post date:** [October 25, 2022, 4:18pm UTC](https://qa.fmod.com/t/unnecessary-square-root/19398/3 "2022-10-25T16:18:43Z")

</div>

2.01.09

---

<div class="post-metadata">

**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:** [October 26, 2022, 12:47am UTC](https://qa.fmod.com/t/unnecessary-square-root/19398/4 "2022-10-26T00:47:12Z")

</div>

Thank you,

I have passed it onto our development team to look into further, we appreciate the suggestion!
