# Weird sound behaviour when using auto distance parameter in dedicated server

**URL:** https://qa.fmod.com/t/weird-sound-behaviour-when-using-auto-distance-parameter-in-dedicated-server/14115
**Category:** Unreal Engine
**Created:** [September 25, 2018, 3:44am UTC](https://qa.fmod.com/t/weird-sound-behaviour-when-using-auto-distance-parameter-in-dedicated-server/14115 "2018-09-25T03:44:53Z")
**Posts on this page:** 6
**Page:** 1

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### Author: ![jakelong](https://avatars.discourse-cdn.com/v4/letter/j/da6949/32.png) [@jakelong](https://qa.fmod.com/u/jakelong)
#### Post date: [September 25, 2018, 3:44am UTC](https://qa.fmod.com/t/weird-sound-behaviour-when-using-auto-distance-parameter-in-dedicated-server/14115/1 "2018-09-25T03:44:53Z")

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Hello guys, I’m using UE 4.19 integrated with FMOD.  
Recently I encounter a very weird behaviour with FMOD playing events.  
So what I do is just to play an instance locally when the player press a key. So I use PlayEventAtLocation and play at the player location. The event Im using has a different sound depending on the distance from the player to the listener.  
For example, if A triggers the sound, then A hear X sound while B hear Y sound. It works fine on the network side. However on the client side, when A triggers the sound, A hears Y sound (this event is executed locally so I expect it to have local behaviour) but when B triggers the sound, B hears X sound (correct behaviour).  
Note that X sound is played for the player and Y sound for the listener. In my case, when there are 2 clients, first client as a player receives Y sound instead. If I have 3 clients, then 1 and 2 will receive Y sound while 3 receives X sound.  
Hope I explain it properly guys. Thanks for reading and hoping to get help soon.  
Cheers.

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### 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: [October 2, 2018, 5:21am UTC](https://qa.fmod.com/t/weird-sound-behaviour-when-using-auto-distance-parameter-in-dedicated-server/14115/2 "2018-10-02T05:21:54Z")

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Are you able to share your source code or blueprints for how you are implementing this?

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### Author: ![jakelong](https://avatars.discourse-cdn.com/v4/letter/j/da6949/32.png) [@jakelong](https://qa.fmod.com/u/jakelong)
#### Post date: [October 2, 2018, 9:59am UTC](https://qa.fmod.com/t/weird-sound-behaviour-when-using-auto-distance-parameter-in-dedicated-server/14115/3 "2018-10-02T09:59:52Z")

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> [@](#):
>
> Are you able to share your source code or blueprints for how you are implementing this?

Here you go. Simple as this : [https://imgur.com/a/j2SZLDl](https://imgur.com/a/j2SZLDl)

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### 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: [October 3, 2018, 4:57am UTC](https://qa.fmod.com/t/weird-sound-behaviour-when-using-auto-distance-parameter-in-dedicated-server/14115/4 "2018-10-03T04:57:29Z")

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How are you separating the player and the listener in game?

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### Author: ![jakelong](https://avatars.discourse-cdn.com/v4/letter/j/da6949/32.png) [@jakelong](https://qa.fmod.com/u/jakelong)
#### Post date: [November 4, 2018, 8:48am UTC](https://qa.fmod.com/t/weird-sound-behaviour-when-using-auto-distance-parameter-in-dedicated-server/14115/5 "2018-11-04T08:48:20Z")

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Sorry for the late reply, can you elaborate more on your question ? For what I’m understanding then I just moved the second player to a random distance away from the listern (first player)

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### 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: [November 6, 2018, 11:25pm UTC](https://qa.fmod.com/t/weird-sound-behaviour-when-using-auto-distance-parameter-in-dedicated-server/14115/6 "2018-11-06T23:25:19Z")

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Apologies, I misunderstood the use of player/listener.

It is sounding like the parameter value being set may be incorrect.  
Is there any chance you would be able to send us a small project that reproduces this that we could use to debug? Otherwise I am happy to help you do it.
