# Sound Volume! Cubical sound spaces!

**URL:** <https://forums.pixeltailgames.com/t/sound-volume-cubical-sound-spaces/49234>\
**Category:** Condo Suggestions\
**Created:** [December 4, 2023, 7:33am UTC](https://forums.pixeltailgames.com/t/sound-volume-cubical-sound-spaces/49234 "2023-12-04T07:33:48Z")\
**Posts on this page:** 2\
**Page:** 1

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**Author:** ![Vanok\_lowfn](https://forums.pixeltailgames.com/user_avatar/forums.pixeltailgames.com/vanok_lowfn/32/62304_2.png) [@Vanok\_lowfn](https://forums.pixeltailgames.com/u/Vanok_lowfn)\
**Post date:** [December 4, 2023, 7:33am UTC](https://forums.pixeltailgames.com/t/sound-volume-cubical-sound-spaces/49234/1 "2023-12-04T07:33:48Z")

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While the name might be confusing (Perhaps a different name such as “Sound Area” or “Sound Cube” it would play sound akin to a sound emitter, but in a cubical area that can be scaled like the other volumes.

More often than not, we’re using sound emitters in square shaped rooms, and we either have to not have sound in the corners by making the spherical sound shape too small, or have the noise bleed into other rooms by making the sphere too big.

Having the option for a cubical sound volume/ emitter would be a godsend! Ideally also with a toggle for if the sound is directional or ambient, and if toggled to directional, then allowing the player to select where the sound “comes from” in the same way we can set the exit point for a teleporter as a non physical object and adjust its position.

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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:** [December 4, 2023, 8:09pm UTC](https://forums.pixeltailgames.com/t/sound-volume-cubical-sound-spaces/49234/2 "2023-12-04T20:09:30Z")

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This is planned,

> [@Condo I/O system](https://forums.pixeltailgames.com/t/condo-i-o-system/17868/1):
>
> Soundscape Volume - Handles playing a set playlist of sounds in 2D while inside
