# What's the best way to audition controller speakers?

**URL:** <https://qa.fmod.com/t/whats-the-best-way-to-audition-controller-speakers/24485>\
**Category:** Unity\
**Tags:** unity\
**Created:** [August 26, 2026, 12:17am UTC](https://qa.fmod.com/t/whats-the-best-way-to-audition-controller-speakers/24485 "2026-08-26T00:17:31Z")\
**Posts on this page:** 3\
**Page:** 1

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**Author:** ![vitoramado](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/vitoramado/32/1173_2.png) [@vitoramado](https://qa.fmod.com/u/vitoramado)\
**Post date:** [August 26, 2026, 12:17am UTC](https://qa.fmod.com/t/whats-the-best-way-to-audition-controller-speakers/24485/1 "2026-08-26T00:17:32Z")

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Hi there,

We’re trying to implement sounds in the Duealsene controller, and I’ve routed some events to a return bus inside a port that’s set to the “Controller Speaker” type.

![Screenshot 2026-08-25 at 5.05.34 PM](https://canada1.discourse-cdn.com/flex036/uploads/fmod/original/2X/3/37516bfd0539b107ed37d219e619dd955c573bfc.png)

 ![Screenshot 2026-08-25 at 5.05.38 PM](https://canada1.discourse-cdn.com/flex036/uploads/fmod/original/2X/9/96054665c4faf5eb333934b55d469c5d3a76d9ed.png)

But when testing in the Unity editor I cannot hear the sounds from the DualSense speaker, they’re just coming from my studio monitors.

Is it possible to test that functionality in the Unity editor at all? Or should we create a build? Would it work with a PC build or only a PS5 build since I’m using the Dualsense?

Thanks!

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**Author:** ![li\_fmod](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/li_fmod/32/6577_2.png) [@li\_fmod](https://qa.fmod.com/u/li_fmod)\
**Post date:** [August 26, 2026, 5:42am UTC](https://qa.fmod.com/t/whats-the-best-way-to-audition-controller-speakers/24485/2 "2026-08-26T05:42:33Z")

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Hi,

Thanks for sharing the information!

> [@vitoramado](#):
>
> But when testing in the Unity editor I cannot hear the sounds from the DualSense speaker, they’re just coming from my studio monitors.
> 
> Is it possible to test that functionality in the Unity editor at all?

The behavior you’re seeing in the Unity Editor is expected. The Controller Speaker port type is currently supported on PS4 and PS5, so it cannot be used to audition the DualSense controller speaker from the Unity Editor.

You can find the supported platforms for each port type in our [Port Buses documentation](https://www.fmod.com/docs/2.03/studio/mixing.html#port-buses).

> [@vitoramado](#):
>
> Or should we create a build? Would it work with a PC build or only a PS5 build since I’m using the Dualsense?

To audition the audio through the DualSense speaker, you’ll need to run the game on a PS5. A PC build won’t test the Controller Speaker port routing either.

When testing on PS5, you’ll also need to set the Controller Speaker port index to the appropriate PS5 user ID. Our [Unity Ports example](https://www.fmod.com/docs/2.03/unity/examples-ports.html) demonstrates how to set this up.

Once you have a PS5 build running, you can enable [Live Update](https://www.fmod.com/docs/2.03/studio/editing-during-live-update.html) for faster iteration while auditioning the sounds.

Hope this helps!

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<div class="post-metadata">

**Author:** ![vitoramado](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/vitoramado/32/1173_2.png) [@vitoramado](https://qa.fmod.com/u/vitoramado)\
**Post date:** [August 27, 2026, 4:06pm UTC](https://qa.fmod.com/t/whats-the-best-way-to-audition-controller-speakers/24485/3 "2026-08-27T16:06:19Z")

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Thanks for the quick reply! That all makes sense 🙂
