# FMOD Studio

**URL:** https://qa.fmod.com/c/fmodstudio/5.md?no_subcategories=false&page=118

[Latest](https://qa.fmod.com/latest.md) · [Categories](https://qa.fmod.com/categories.md) · [Tags](https://qa.fmod.com/tags.md)

**Page:** 119

---

## [FMOD Plugin Not Properly Loading UE4 Mac](https://qa.fmod.com/t/fmod-plugin-not-properly-loading-ue4-mac/12786)

<div class="topic-metadata">

**Author:** [@GPnicolett](https://qa.fmod.com/u/GPnicolett)\
**Replies:** 1\
**Last updated:** [November 9, 2016, 11:33pm UTC](https://qa.fmod.com/t/fmod-plugin-not-properly-loading-ue4-mac/12786 "2016-11-09T23:33:15Z")

</div>

I’m trying to work on a project within Unreal 4 on a Mac system. The FMOD plugin is installed properly and usually works, but lately I open up the project and it does not seem to be installed. Meaning, when I right click…

---

## [Fade in and Fade out time controled by Parameter](https://qa.fmod.com/t/fade-in-and-fade-out-time-controled-by-parameter/12801)

<div class="topic-metadata">

**Author:** [@IvnOs](https://qa.fmod.com/u/IvnOs)\
**Replies:** 1\
**Last updated:** [November 8, 2016, 11:10pm UTC](https://qa.fmod.com/t/fade-in-and-fade-out-time-controled-by-parameter/12801 "2016-11-08T23:10:23Z")

</div>

Hello. Our project have one sound event with fade in and fade out volume behavior. And we want to make it more universal, by this i mean we want to have variable fade in and fade out time and to control this time by par…

---

## [Transceiver has "Plug-in Issue Detected" on opening project.](https://qa.fmod.com/t/transceiver-has-plug-in-issue-detected-on-opening-project/12795)

<div class="topic-metadata">

**Author:** [@Bradgentle](https://qa.fmod.com/u/Bradgentle)\
**Replies:** 5\
**Last updated:** [November 7, 2016, 6:37am UTC](https://qa.fmod.com/t/transceiver-has-plug-in-issue-detected-on-opening-project/12795 "2016-11-07T06:37:39Z")

</div>

Hi! The Transceiver plug-in works great in studio… It builds and saves fine, validates no problem, but when I close the project and open it again, the plugin tells me that there are issues. The Repair plug-in dialogue b…

---

## [Is there any way for a sidechain to effect a parameter?](https://qa.fmod.com/t/is-there-any-way-for-a-sidechain-to-effect-a-parameter/12793)

<div class="topic-metadata">

**Author:** [@Bradgentle](https://qa.fmod.com/u/Bradgentle)\
**Replies:** 4\
**Last updated:** [November 3, 2016, 5:36am UTC](https://qa.fmod.com/t/is-there-any-way-for-a-sidechain-to-effect-a-parameter/12793 "2016-11-03T05:36:58Z")

</div>

So, I’m trying to work out a way of linking an audio tracks volume to sidechain a parameter within the event, so that it can dynamically trigger other sounds set on the parameter timeline. Is this impossible? Would be p…

---

## [SRS / Dolby licensing](https://qa.fmod.com/t/srs-dolby-licensing/12790)

<div class="topic-metadata">

**Author:** [@blitworks](https://qa.fmod.com/u/blitworks)\
**Replies:** 0\
**Last updated:** [November 2, 2016, 3:39pm UTC](https://qa.fmod.com/t/srs-dolby-licensing/12790 "2016-11-02T15:39:43Z")

</div>

Hi!, We’re wondering if (besides the FMOD license) we need to request any special Dolby or SRS license or display any logo or trademark for our commercial PS4 game. More info: We’d like to avoid any third party lice…

---

## [FMod IO sample failing to drag in.](https://qa.fmod.com/t/fmod-io-sample-failing-to-drag-in/12789)

<div class="topic-metadata">

**Author:** [@Neil\_Pickles](https://qa.fmod.com/u/Neil_Pickles)\
**Replies:** 1\
**Last updated:** [November 2, 2016, 8:19am UTC](https://qa.fmod.com/t/fmod-io-sample-failing-to-drag-in/12789 "2016-11-02T08:19:11Z")

</div>

Hi I purchased a sample in FMOD IO inside of Fmod Studio 1.8.2 Mac and it refuses to allow me to drag the sample into the session even though it will playback in the audio bin. It will not allow dragging to an event or t…

---

## [Can't preview sounds in audio tables](https://qa.fmod.com/t/cant-preview-sounds-in-audio-tables/12466)

<div class="topic-metadata">

**Author:** [@liquidblasted](https://qa.fmod.com/u/liquidblasted)\
**Replies:** 4\
**Last updated:** [November 2, 2016, 12:09am UTC](https://qa.fmod.com/t/cant-preview-sounds-in-audio-tables/12466 "2016-11-02T00:09:13Z")

</div>

I create Audio table in bank, point it to source directory, all files is here with their keys - but it is impossible to preview audio file in a table. When I select a line with key/Audio File, it has red background. Open…

---

## [Dialogue / Programmer Sound / Audio Table](https://qa.fmod.com/t/dialogue-programmer-sound-audio-table/12784)

<div class="topic-metadata">

**Author:** [@Micha](https://qa.fmod.com/u/Micha)\
**Replies:** 1\
**Last updated:** [October 31, 2016, 4:20am UTC](https://qa.fmod.com/t/dialogue-programmer-sound-audio-table/12784 "2016-10-31T04:20:55Z")

</div>

Hi! I would like to implement speech. When we do it via Audio Table and a Programmer Sound, how would i know in Unreal Engine when one line of dialog has finished playing so that i can trigger the next line of dialog? …

---

## [FMOD\_IPHONE\_EXTRADRIVERDATA when upgrade to fmod studio API](https://qa.fmod.com/t/fmod-iphone-extradriverdata-when-upgrade-to-fmod-studio-api/12783)

<div class="topic-metadata">

**Author:** [@notabdc](https://qa.fmod.com/u/notabdc)\
**Replies:** 1\
**Last updated:** [October 31, 2016, 3:54am UTC](https://qa.fmod.com/t/fmod-iphone-extradriverdata-when-upgrade-to-fmod-studio-api/12783 "2016-10-31T03:54:42Z")

</div>

In my fmodex for iphone project, I write code as: void \*extradriverdata = 0; FMOD\_IPHONE\_EXTRADRIVERDATA ios\_extraData= { FMOD\_IPHONE\_SESSIONCATEGORY\_AMBIENTSOUND, false, true, }; extradriverdata = &ios\_e…

---

## [Loading standalone at9 files in FMOD Studio Low Level (1.08) for PS4](https://qa.fmod.com/t/loading-standalone-at9-files-in-fmod-studio-low-level-1-08-for-ps4/12778)

<div class="topic-metadata">

**Author:** [@blitworks](https://qa.fmod.com/u/blitworks)\
**Replies:** 3\
**Last updated:** [October 31, 2016, 3:26am UTC](https://qa.fmod.com/t/loading-standalone-at9-files-in-fmod-studio-low-level-1-08-for-ps4/12778 "2016-10-31T03:26:10Z")

</div>

Hi, If I understand correctly, this version of FMOD should be built with at9 support. AT9 is the recommended format for PS4 as per the documentation. I’m trying to load up some standalone .at9 files (not banks) convert…

---

## [Trigger Behavior Issue](https://qa.fmod.com/t/trigger-behavior-issue/12780)

<div class="topic-metadata">

**Author:** [@wizardfu](https://qa.fmod.com/u/wizardfu)\
**Replies:** 11\
**Last updated:** [October 28, 2016, 4:01am UTC](https://qa.fmod.com/t/trigger-behavior-issue/12780 "2016-10-28T04:01:40Z")

</div>

I want to trigger a sound module to play based on a parameter, but only if the cursor hits the very beginning of the module. In other words, I do not want the sound to start playing halfway through if the parameter chang…

---

## [Reload programmer sound without restarting event?](https://qa.fmod.com/t/reload-programmer-sound-without-restarting-event/12771)

<div class="topic-metadata">

**Author:** [@wizardfu](https://qa.fmod.com/u/wizardfu)\
**Replies:** 3\
**Last updated:** [October 28, 2016, 1:05am UTC](https://qa.fmod.com/t/reload-programmer-sound-without-restarting-event/12771 "2016-10-28T01:05:16Z")

</div>

I see from the programmer\_sound.cpp example that it’s possible to reload a programmer sound with a different effect by calling FMOD::Studio::EventInstance::start(). If the event is already playing this will immediately s…

---

## [Multisound (often) doesn't stop if its region ends](https://qa.fmod.com/t/multisound-often-doesnt-stop-if-its-region-ends/12766)

<div class="topic-metadata">

**Author:** [@gianmarco.leone](https://qa.fmod.com/u/gianmarco.leone)\
**Replies:** 3\
**Last updated:** [October 27, 2016, 11:49pm UTC](https://qa.fmod.com/t/multisound-often-doesnt-stop-if-its-region-ends/12766 "2016-10-27T23:49:37Z")

</div>

Hello, I’m having some problems using multisound for a procedural music. I have several multisounds on the timeline and I jump back and forth between them (actually, at the end of every section, I jump back to the begg…

---

## [Multiple Endings - trigger by probability?](https://qa.fmod.com/t/multiple-endings-trigger-by-probability/12775)

<div class="topic-metadata">

**Author:** [@GPnicolett](https://qa.fmod.com/u/GPnicolett)\
**Replies:** 1\
**Last updated:** [October 27, 2016, 11:42pm UTC](https://qa.fmod.com/t/multiple-endings-trigger-by-probability/12775 "2016-10-27T23:42:27Z")

</div>

Hello! Wondering if it’s possible to have a series of musical stingers, say 3, that either cycle or are triggered randomly in order for there to be variety? Right now it’s very easy to set up a parameter and transition …

---

## [Mismatching header file and precompiled library on PS4 version](https://qa.fmod.com/t/mismatching-header-file-and-precompiled-library-on-ps4-version/12777)

<div class="topic-metadata">

**Author:** [@blitworks](https://qa.fmod.com/u/blitworks)\
**Replies:** 1\
**Last updated:** [October 27, 2016, 8:02am UTC](https://qa.fmod.com/t/mismatching-header-file-and-precompiled-library-on-ps4-version/12777 "2016-10-27T08:02:17Z")

</div>

Hi, I downloaded and installed FMOD Studio and Low Level Programmers API Version 1.08.14 for PS4. Under: \\FMOD Studio API PS4\\api\\lowlevel\\ inc\\fmod\_common.h has FMOD\_VERSION = 0x00010814 However FMOD::System::get…

---

## [Scatterer without panning?](https://qa.fmod.com/t/scatterer-without-panning/12767)

<div class="topic-metadata">

**Author:** [@GPnicolett](https://qa.fmod.com/u/GPnicolett)\
**Replies:** 4\
**Last updated:** [October 27, 2016, 4:28am UTC](https://qa.fmod.com/t/scatterer-without-panning/12767 "2016-10-27T04:28:04Z")

</div>

I’m looking to have a single sound triggered at random intervals, but at a fixed location. Scatterer seems to do this but pans it all over the place. Any way to disable this? Multi-sound seems to want to trigger a sing…

---

## [Selecting speaker mode](https://qa.fmod.com/t/selecting-speaker-mode/12773)

<div class="topic-metadata">

**Author:** [@Morten](https://qa.fmod.com/u/Morten)\
**Replies:** 1\
**Last updated:** [October 25, 2016, 11:04pm UTC](https://qa.fmod.com/t/selecting-speaker-mode/12773 "2016-10-25T23:04:18Z")

</div>

Hi, I would like to make my output format stereo, but I can’t see the “Format” tab under “Preferences” where, (if i read your getting started manual online), I would be able to change from 5.1 to stereo. I would like t…

---

## [FMOD\_PSVita\_SetThreadAffinity bug report](https://qa.fmod.com/t/fmod-psvita-setthreadaffinity-bug-report/12758)

<div class="topic-metadata">

**Author:** [@Dismiss](https://qa.fmod.com/u/Dismiss)\
**Replies:** 1\
**Last updated:** [October 25, 2016, 3:57am UTC](https://qa.fmod.com/t/fmod-psvita-setthreadaffinity-bug-report/12758 "2016-10-25T03:57:27Z")

</div>

The fmod api for specifying thread affinity is unnecessarily constraining me to only specify a single core. Note that there is no such restriction on the affinity mask for psv threads in general. The main thread, and al…

---

## [FMOD\_Orbis\_SetThreadAffinity bug report](https://qa.fmod.com/t/fmod-orbis-setthreadaffinity-bug-report/12757)

<div class="topic-metadata">

**Author:** [@Dismiss](https://qa.fmod.com/u/Dismiss)\
**Replies:** 1\
**Last updated:** [October 25, 2016, 3:55am UTC](https://qa.fmod.com/t/fmod-orbis-setthreadaffinity-bug-report/12757 "2016-10-25T03:55:52Z")

</div>

In fmorbis.h the enum value FMOD\_THREAD\_MAX is incorrect. typedef enum { FMOD\_THREAD\_DEFAULT, FMOD\_THREAD\_CORE0 = 1 \<\< 0, // ... FMOD\_THREAD\_CORE5 = 1 \<\< 5, FMOD\_THREAD\_MAX } FMOD\_THREAD; The enum …

---

## [MIDI](https://qa.fmod.com/t/midi/12764)

<div class="topic-metadata">

**Author:** [@sZXZ](https://qa.fmod.com/u/sZXZ)\
**Replies:** 1\
**Last updated:** [October 25, 2016, 12:19am UTC](https://qa.fmod.com/t/midi/12764 "2016-10-25T00:19:11Z")

</div>

Can I use midi with FMOD in UE4 somehow?

---

## [Select a sound within a multisound to play via a parameter](https://qa.fmod.com/t/select-a-sound-within-a-multisound-to-play-via-a-parameter/12768)

<div class="topic-metadata">

**Author:** [@wizardfu](https://qa.fmod.com/u/wizardfu)\
**Replies:** 3\
**Last updated:** [October 24, 2016, 5:34pm UTC](https://qa.fmod.com/t/select-a-sound-within-a-multisound-to-play-via-a-parameter/12768 "2016-10-24T17:34:07Z")

</div>

Is it possible to select a certain sound within a multisound to trigger via a parameter? I want to create procedurally-generated melodies using my game’s random numbers, not FMOD’s. And I don’t want to use the pitch aut…

---

## [userData problem when upgrade from fmodex](https://qa.fmod.com/t/userdata-problem-when-upgrade-from-fmodex/12762)

<div class="topic-metadata">

**Author:** [@notabdc](https://qa.fmod.com/u/notabdc)\
**Replies:** 1\
**Last updated:** [October 23, 2016, 11:31pm UTC](https://qa.fmod.com/t/userdata-problem-when-upgrade-from-fmodex/12762 "2016-10-23T23:31:37Z")

</div>

in my fmodex project, I set userdata for every channel just after fmod system is created: g\_numFmodChannels = 32; result = g\_FMOD\_system-\>init(g\_numFmodChannels, FMOD\_INIT\_NORMAL, extradriverdata); for (int i = 0; i \< …

---

## [problem of FMOD\_System\_playsound](https://qa.fmod.com/t/problem-of-fmod-system-playsound/12760)

<div class="topic-metadata">

**Author:** [@walid](https://qa.fmod.com/u/walid)\
**Replies:** 1\
**Last updated:** [October 22, 2016, 10:33am UTC](https://qa.fmod.com/t/problem-of-fmod-system-playsound/12760 "2016-10-22T10:33:46Z")

</div>

i downloaded FMOD Studio for Unreal Engine 4 (4.13) 1-i didn’t find the flag (fmod\_channel\_free) 2-the proramm didn’t work 3-in built message i see: warnig:passing argument 2 of ‘FMOD\_Syste\_playsound’ makes pointer f…

---

## [Weapon sound in Cryengine V (Full-auto)](https://qa.fmod.com/t/weapon-sound-in-cryengine-v-full-auto/12724)

<div class="topic-metadata">

**Author:** [@johnnyisgood1](https://qa.fmod.com/u/johnnyisgood1)\
**Replies:** 2\
**Last updated:** [October 21, 2016, 1:02pm UTC](https://qa.fmod.com/t/weapon-sound-in-cryengine-v-full-auto/12724 "2016-10-21T13:02:14Z")

</div>

Hello there, I try to implement a full auto weapon sound in Cryengine V. Actually my Studio event is set with tail inside the same event as the loop. The switch between the loop and the tail is made with a parameter con…

---

## [fmod plugin development.](https://qa.fmod.com/t/fmod-plugin-development/12761)

<div class="topic-metadata">

**Author:** [@akjha](https://qa.fmod.com/u/akjha)\
**Replies:** 1\
**Last updated:** [October 20, 2016, 11:54pm UTC](https://qa.fmod.com/t/fmod-plugin-development/12761 "2016-10-20T23:54:54Z")

</div>

How do we change the UI when we are developing the plugin. FMOD by default places dials and buttons. But if i want to change it to drop down or some other type ? And is there way to specify the position of parameters?

---

## [error code: 2 when submitting to perforce](https://qa.fmod.com/t/error-code-2-when-submitting-to-perforce/12730)

<div class="topic-metadata">

**Author:** [@maxchristensen](https://qa.fmod.com/u/maxchristensen)\
**Replies:** 2\
**Last updated:** [October 20, 2016, 3:55pm UTC](https://qa.fmod.com/t/error-code-2-when-submitting-to-perforce/12730 "2016-10-20T15:55:15Z")

</div>

I’m connected to my teams perforce server, whenever I build my project and try to commit it to the depot it gives me \<Error: system.start failed (error code: 2).\> Any idea how to fix that? I’m on Mac OSX 10.10.5 and we …

---

## [turbo jet sound, fighter jet](https://qa.fmod.com/t/turbo-jet-sound-fighter-jet/12753)

<div class="topic-metadata">

**Author:** [@obaidabsologix](https://qa.fmod.com/u/obaidabsologix)\
**Replies:** 1\
**Last updated:** [October 18, 2016, 11:56pm UTC](https://qa.fmod.com/t/turbo-jet-sound-fighter-jet/12753 "2016-10-18T23:56:14Z")

</div>

Hi, fmod sound designer is a pretty new thing to me, i am trying to create better jet fighter engine sounds, i have achieved much better sound for car and bike engines using rpm and load parameters on onload and offload…

---

## [Why i can hear my sound every where in the level and only in one channel ?](https://qa.fmod.com/t/why-i-can-hear-my-sound-every-where-in-the-level-and-only-in-one-channel/12754)

<div class="topic-metadata">

**Author:** [@ProMiriel](https://qa.fmod.com/u/ProMiriel)\
**Replies:** 1\
**Last updated:** [October 18, 2016, 11:35pm UTC](https://qa.fmod.com/t/why-i-can-hear-my-sound-every-where-in-the-level-and-only-in-one-channel/12754 "2016-10-18T23:35:54Z")

</div>

hi , im having trouble with the fade out of the sound, i can still hear the sound in every part of the map, i.ve check the circles around the little speaker and they are small and i only can hear it in one channel (left …

---

## [Stereo vs Surround for 2D Game](https://qa.fmod.com/t/stereo-vs-surround-for-2d-game/12756)

<div class="topic-metadata">

**Author:** [@GPnicolett](https://qa.fmod.com/u/GPnicolett)\
**Replies:** 2\
**Last updated:** [October 18, 2016, 11:30pm UTC](https://qa.fmod.com/t/stereo-vs-surround-for-2d-game/12756 "2016-10-18T23:30:45Z")

</div>

Should a 2D game be mixed in surround or stereo? If stereo, how does one change the output format in FMOD? I was looking at a tutorial that pointed to a “Format” setting in Edit-Prefences to change from 5.1, 7.1, and ste…

---

## [Help with some rare code ,please help!!](https://qa.fmod.com/t/help-with-some-rare-code-please-help/12746)

<div class="topic-metadata">

**Author:** [@ProMiriel](https://qa.fmod.com/u/ProMiriel)\
**Replies:** 1\
**Last updated:** [October 14, 2016, 6:38am UTC](https://qa.fmod.com/t/help-with-some-rare-code-please-help/12746 "2016-10-14T06:38:58Z")

</div>

hi im new usig Fmod and i don´t know anything about code , my problem is that when i try to add the Fmod emiter component to an object this two codes appear in the console , and my banks dosen´t appear in the event brows…

[Previous page](https://qa.fmod.com/c/fmodstudio/5.md?no_subcategories=false&page=117)

[Next page](https://qa.fmod.com/c/fmodstudio/5.md?no_subcategories=false&page=119)
