# More control in sound emitters

**URL:** <https://forums.pixeltailgames.com/t/more-control-in-sound-emitters/48028>\
**Category:** Condo Suggestions\
**Created:** [July 4, 2023, 2:30am UTC](https://forums.pixeltailgames.com/t/more-control-in-sound-emitters/48028 "2023-07-04T02:30:08Z")\
**Posts on this page:** 1\
**Showing post:** 3

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**Author:** ![Melonplex](https://forums.pixeltailgames.com/user_avatar/forums.pixeltailgames.com/melonplex/32/52637_2.png) [@Melonplex](https://forums.pixeltailgames.com/u/Melonplex)\
**Post date:** [July 4, 2023, 4:41am UTC](https://forums.pixeltailgames.com/t/more-control-in-sound-emitters/48028/3 "2023-07-04T04:41:42Z")

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> [@Tae](#):
>
> There should be an option to globally emit the sound in a given area (such as a cubic room) such that the sound doesn’t only come from the center of the sound emitter, but can be heard just as loud from any place in the room. This would make atmospheric sounds way more immersive, and would allow for alarms that warn players that something has happened.

This one’s planned,

> [@Public Beta: Casino Phase 2](https://forums.pixeltailgames.com/t/public-beta-casino-phase-2/45599/99):
>
> A better fix for this scenerio would be a Soundscape Volume, which is in the works. It would make it so you can play sounds in the volume, instead of locational based.

> [@Condo I/O system](https://forums.pixeltailgames.com/t/condo-i-o-system/17868/1):
>
> Soundscape Volume

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