## `~_SetListenerPosition(x, y, z)` **Returns:** N/A (`undefined`) |Argument|Datatype|Description | |--------|--------|------------------------------------------------------| |`x` |number |x-position of the player's "head" in the scene | |`y` |number |y-position of the player's "head" in the scene | |`z` |number |z-position of the player's "head" in the scene | Sets the "head" position for the player in 3D space. This affects panning and volume for 3D audio.   ## `~_SetListenerVelocity(xVelocity, yVelocity, zVelocity)` **Returns:** N/A (`undefined`) |Argument |Datatype|Description | |-----------|--------|---------------------------------------------------------------| |`xVelocity`|number |x-component of the velocity of the player's "head" in the scene| |`yVelocity`|number |y-component of the velocity of the player's "head" in the scene| |`zVelocity`|number |z-component of the velocity of the player's "head" in the scene| Sets the velocity for the player in 3D space. This affects the pitch of 3D audio via the [Doppler effect](https://en.wikipedia.org/wiki/Doppler_effect).   ## `~_PauseAll()` **Returns:** N/A (`undefined`) |Argument|Datatype|Description | |--------|--------|------------------------------------------------------| |None | | | Pauses all sound instances, which is useful for stopping audio when the game loses focus. This function sets a separate pause state to the one set by [`FAudio_SoundInstance_Pause`](Functions-(Sound-Instances)?id=_soundinstance_pausesoundinstanceid).   ## `~_ResumeAll()` **Returns:** N/A (`undefined`) |Argument|Datatype|Description | |--------|--------|------------------------------------------------------| |None | | | Resumes all sound instances paused by `FAudio_PauseAll()`.   ## `~_StopAll()` **Returns:** N/A (`undefined`) |Argument|Datatype|Description | |--------|--------|------------------------------------------------------| |None | | | Stops all currently playing sound instances.