# Audio replication

**URL:** <https://forums.unrealengine.com/t/audio-replication/452362>\
**Category:** Audio\
**Tags:** client, Replication, Server, unreal-engine, question\
**Created:** [July 16, 2019, 4:29pm UTC](https://forums.unrealengine.com/t/audio-replication/452362 "2019-07-16T16:29:02Z")\
**Posts on this page:** 1\
**Page:** 1

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**Author:** ![ZackReganSounds](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@ZackReganSounds](https://forums.unrealengine.com/u/ZackReganSounds)\
**Post date:** [July 16, 2019, 4:29pm UTC](https://forums.unrealengine.com/t/audio-replication/452362/1 "2019-07-16T16:29:02Z")

</div>

So I am making an interior audio system where when you walk indoors it lowers the volume of the exterior ambiance. The issue I am having is that if one player walks indoors it changes the audio for all clients. I want to make it a per client event. How would I go about doing this?

 ![](https://d3kjluh73b9h9o.cloudfront.net/original/4X/6/1/f/61f01712635bdb84d17a362ac89ee1957ccdde33.png)
