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wise can automatically set properties such as volume and panning ing to the spatial relationship between the emitter and the listener in other words if the listener moves closer to something in the game thatamp;#39;s making a sound the sound automatically gets louder this is known as 3d game defined positioning this does not mean that we as sound designers are taken out of the equation in fact we define the framework for how wise will react as objects in the game change position for example in this project we have a teleporter sound thatamp;#39;s already been imported and has been set to infinitely loop as the player walks towards the teleporter object in the game we want this hum to get louder but we donamp;#39;t want it to be very noticeable until the player gets really close to it weamp;#39;ll see how we can achieve this effect in wise using something called an attenuation attenuation zamp;#39; can be applied to an object by first selecting it in this case the teleporter sound