# Using the Sound Scatterer for dynamic ambience with spacialization BUT in a 2D game?

**URL:** <https://qa.fmod.com/t/using-the-sound-scatterer-for-dynamic-ambience-with-spacialization-but-in-a-2d-game/22665>\
**Category:** Unity\
**Tags:** unity, csharp\
**Created:** [March 6, 2025, 11:02am UTC](https://qa.fmod.com/t/using-the-sound-scatterer-for-dynamic-ambience-with-spacialization-but-in-a-2d-game/22665 "2025-03-06T11:02:23Z")\
**Posts on this page:** 2\
**Page:** 1

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**Author:** ![Mathue24](https://avatars.discourse-cdn.com/v4/letter/m/9fc348/32.png) [@Mathue24](https://qa.fmod.com/u/Mathue24)\
**Post date:** [March 6, 2025, 11:02am UTC](https://qa.fmod.com/t/using-the-sound-scatterer-for-dynamic-ambience-with-spacialization-but-in-a-2d-game/22665/1 "2025-03-06T11:02:23Z")

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Hey! I am making a 2D game. I have a scene which represents a room the player is in. Now I want the room to have random sounds of floorboard creaks but I dont just want them to be panned sounds I want spacialization so the player can go to the source and hear it closer.

I decided to use the **Sound Scatterer insturment**. It works great but there’s a slight issue with 2D games.

 ![image](https://canada1.discourse-cdn.com/flex036/uploads/fmod/original/2X/8/8b890c9b3e5964fd84cba6c33adfb53c129a9ce4.png)

In the Image above I have a FMOD Event Emmiter. It has its range set. Now the issue comes with the emmiter working in a 3D space. This means the sound wont be as random, because it will be focused around the center more since its a sphere.

Another issue is, as marked on the image, when the sound emmits further on the Z axis, the sound will be much quieter than when the Z axis is closer to 0.

_TLDR: Is there a way I can lock the emmision of the sound scatterer to only scatter the sounds along the X and Y axis?_

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**Author:** ![joseph](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/joseph/32/264_2.png) [@joseph](https://qa.fmod.com/u/joseph)\
**Post date:** [March 7, 2025, 3:26am UTC](https://qa.fmod.com/t/using-the-sound-scatterer-for-dynamic-ambience-with-spacialization-but-in-a-2d-game/22665/2 "2025-03-07T03:26:46Z")

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There is no way to make a scatterer instrument only randomize the positions of spawned sounds on a 2D plane.

Is this likely to be a problem? It’s not unusual for some floorboard creaks to be quieter than others; as long as the player cannot freely rotate the listener to “see” that a sound is coming from above or below floor level, they shouldn’t be able to notice anything odd.
