# Using Built-in Parameters relative to non-emitter?

**URL:** <https://qa.fmod.com/t/using-built-in-parameters-relative-to-non-emitter/20878>\
**Category:** Unity\
**Created:** [November 15, 2023, 9:17am UTC](https://qa.fmod.com/t/using-built-in-parameters-relative-to-non-emitter/20878 "2023-11-15T09:17:01Z")\
**Posts on this page:** 2\
**Page:** 1

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**Author:** ![sleingrobaaf](https://avatars.discourse-cdn.com/v4/letter/s/90db22/32.png) [@sleingrobaaf](https://qa.fmod.com/u/sleingrobaaf)\
**Post date:** [November 15, 2023, 9:17am UTC](https://qa.fmod.com/t/using-built-in-parameters-relative-to-non-emitter/20878/1 "2023-11-15T09:17:01Z")

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hey, so probably a newbie question but  
i would like to be able to use some markers in a map to control/automate an ongoing soundscape or music or whatever. these markers wont be emitters though, but just “random” things in the map - i would however very much like to use the built-in parameters like distance and direction, so i can easily make fluent fades, transitions etc…  
so, is it (or rather ‘how is it’) possible to use non-emitter objects, relative to the listener (as defined by the built-in parameters), to automate in FMOD  
this might be simple to achieve, but im only getting to know FMOD and UNITY, and have little coding experience - so any help will be greatly appreciated! \<3

thanks  
-niels

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**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 16, 2023, 12:09am UTC](https://qa.fmod.com/t/using-built-in-parameters-relative-to-non-emitter/20878/2 "2023-11-16T00:09:33Z")

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Hi,

Built-in parameters like distance and direction have a specific relation to the event instance and/or listener attributes, and as a result cannot be calculated based on, for example, arbitrary positions in your map, without also changing the attributes of the instance or listener to match.

If you want to use a parameter that represents the distance between the listener and an arbitrary positions in your map to drive event behavior, you will need to calculate that distance yourself in `Update()` in your own script, and set it as the parameter value for that event instance.

If you’re using a StudioEventEmiter to play your event, you can use `StudioEventEmitter.SetParameter()` to set the parameter. If you’re handling playing the event yourself, you can use one of the `Studio.EventInstance.setParameter` functions, such as [`Studio::EventInstance::setParameterByName`](https://www.fmod.com/docs/2.02/api/studio-api-eventinstance.html#studio_eventinstance_setparameterbyname).
