# Unreal Engine

**URL:** https://qa.fmod.com/c/ue4/8.md?no_subcategories=false&page=22

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

**Page:** 23

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## [How to change the master volume](https://qa.fmod.com/t/how-to-change-the-master-volume/12495)

<div class="topic-metadata">

**Author:** [@geoff](https://qa.fmod.com/u/geoff)\
**Replies:** 6\
**Last updated:** [July 21, 2021, 7:31pm UTC](https://qa.fmod.com/t/how-to-change-the-master-volume/12495 "2021-07-21T19:31:59Z")

</div>

One question we have been asked is how to change the overall master volume when using FMOD and the UE4 integration.

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## [4.26 Requesting Check-in for uassets?](https://qa.fmod.com/t/4-26-requesting-check-in-for-uassets/17398)

<div class="topic-metadata">

**Author:** [@SonikSky](https://qa.fmod.com/u/SonikSky)\
**Replies:** 1\
**Last updated:** [July 20, 2021, 5:54am UTC](https://qa.fmod.com/t/4-26-requesting-check-in-for-uassets/17398 "2021-07-20T05:54:55Z")

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Are these supposed to be added now? As well as the banks? Or can we p4 ignore these like before?

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## [Apple Silicon + UE4 support](https://qa.fmod.com/t/apple-silicon-ue4-support/17451)

<div class="topic-metadata">

**Author:** [@tinnus-aquiris](https://qa.fmod.com/u/tinnus-aquiris)\
**Replies:** 2\
**Last updated:** [July 20, 2021, 4:02am UTC](https://qa.fmod.com/t/apple-silicon-ue4-support/17451 "2021-07-20T04:02:34Z")

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Hi, we’re working on supporting a macOS Universal (x86\_64 + ARM64) build of our UE4 game since UE 4.26 already has beta support for this. However it doesn’t seem like the FMOD .dylib’s shipped with the UE integration for…

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## [Finding name of sound file in ue4](https://qa.fmod.com/t/finding-name-of-sound-file-in-ue4/17455)

<div class="topic-metadata">

**Author:** [@Yranos](https://qa.fmod.com/u/Yranos)\
**Replies:** 1\
**Last updated:** [July 19, 2021, 5:18am UTC](https://qa.fmod.com/t/finding-name-of-sound-file-in-ue4/17455 "2021-07-19T05:18:03Z")

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Hey, I’m making a radio system and I wanted to add a feature : the player knows what music is being played on the radio. Is this possible, if yes how can I do it ? Thanks in advance, Ilias

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## [Error C2259 - compiling ue4.27 with fmod 4.26](https://qa.fmod.com/t/error-c2259-compiling-ue4-27-with-fmod-4-26/17454)

<div class="topic-metadata">

**Author:** [@digitalodyssee](https://qa.fmod.com/u/digitalodyssee)\
**Replies:** 1\
**Last updated:** [July 17, 2021, 5:53pm UTC](https://qa.fmod.com/t/error-c2259-compiling-ue4-27-with-fmod-4-26/17454 "2021-07-17T17:53:37Z")

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Hello, i downloaded the plugin. Trying to compile it from unreal engine (the source 4.27), and it give the error c2259 : Severity Code Description Project File Line Suppression State Error C2259 ‘FFMODEventParam…

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## [How to manage the 4.26 switch to the generated assets that are now loaded from disk](https://qa.fmod.com/t/how-to-manage-the-4-26-switch-to-the-generated-assets-that-are-now-loaded-from-disk/17251)

<div class="topic-metadata">

**Author:** [@JoeKataldo](https://qa.fmod.com/u/JoeKataldo)\
**Replies:** 8\
**Last updated:** [July 15, 2021, 11:23am UTC](https://qa.fmod.com/t/how-to-manage-the-4-26-switch-to-the-generated-assets-that-are-now-loaded-from-disk/17251 "2021-07-15T11:23:47Z")

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In 4.26 the FMOD integration switched from always dynamically generating UE4 assets to serializing the generated assets and loading them from disk. This creates major issues in managing what it seems like some kind of “…

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## [Each Buses FMOD\_ERR\_EVENT\_NOTFOUND](https://qa.fmod.com/t/each-buses-fmod-err-event-notfound/17407)

<div class="topic-metadata">

**Author:** [@nosestudiokr](https://qa.fmod.com/u/nosestudiokr)\
**Replies:** 2\
**Last updated:** [July 15, 2021, 3:51am UTC](https://qa.fmod.com/t/each-buses-fmod-err-event-notfound/17407 "2021-07-15T03:51:28Z")

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After Event created I can get Master Bus but not each Buses. Each Buses → FMOD\_ERR\_EVENT\_NOTFOUND. How can I get it? Thanks in advance. FMOD::Studio::Bus\* pp\[100\] = {}; //pStudcioSystem-\>getbus("bus:/", pp); FMOD\_RE…

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## [How to work with FMOD Events in the UE sequence tool](https://qa.fmod.com/t/how-to-work-with-fmod-events-in-the-ue-sequence-tool/17429)

<div class="topic-metadata">

**Author:** [@SoundTek\_Studio](https://qa.fmod.com/u/SoundTek_Studio)\
**Replies:** 2\
**Last updated:** [July 13, 2021, 8:15pm UTC](https://qa.fmod.com/t/how-to-work-with-fmod-events-in-the-ue-sequence-tool/17429 "2021-07-13T20:15:30Z")

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Hey my dear guys, I am confronted with the issue, that it seems impossible to work with FMOD Events in the UE sequence tool, so that you can time sync FMOD sounds with animations etc. So, if I have a longer dialog or o…

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## [Steam Audio plugin doesn't work well with Unreal Engine](https://qa.fmod.com/t/steam-audio-plugin-doesnt-work-well-with-unreal-engine/13715)

<div class="topic-metadata">

**Author:** [@cark](https://qa.fmod.com/u/cark)\
**Replies:** 6\
**Last updated:** [July 7, 2021, 4:22pm UTC](https://qa.fmod.com/t/steam-audio-plugin-doesnt-work-well-with-unreal-engine/13715 "2021-07-07T16:22:52Z")

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Hello. We managed to setup the steam audio plugin in Fmod and got it to play a sound in Unreal Engine. But the settings don’t have any effect when using: Plugins-\>Valve-\>‘Steam Audio Spazializer’ except for the spatiali…

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## [Use "Load", "RPM" Parameters from "Engine Designer" in UE4?](https://qa.fmod.com/t/use-load-rpm-parameters-from-engine-designer-in-ue4/17402)

<div class="topic-metadata">

**Author:** [@ahmadsy](https://qa.fmod.com/u/ahmadsy)\
**Replies:** 7\
**Last updated:** [July 7, 2021, 11:37am UTC](https://qa.fmod.com/t/use-load-rpm-parameters-from-engine-designer-in-ue4/17402 "2021-07-07T11:37:14Z")

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Hi. It so sad, but nowhere I can’t find information about using the integrated “Engine designer” FMOD model in UE4. Unfortunately, the parameter “Load” didn’t auto calculating in ue4, like in the “Engine designer” window…

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## [UE4 Crashes due to FMODAmbient hot reload](https://qa.fmod.com/t/ue4-crashes-due-to-fmodambient-hot-reload/13992)

<div class="topic-metadata">

**Author:** [@jakelong](https://qa.fmod.com/u/jakelong)\
**Replies:** 9\
**Last updated:** [July 5, 2021, 4:38am UTC](https://qa.fmod.com/t/ue4-crashes-due-to-fmodambient-hot-reload/13992 "2021-07-05T04:38:08Z")

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Hello guys, recently I encountered a really weird problem that I dont know how to fix it :frowning: I’m using UE 4.17.2 and the latest FMOD Integration for it. Everything works fine, event is played, I have packaged the…

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## [Runtime DSP data from Event Instance c++](https://qa.fmod.com/t/runtime-dsp-data-from-event-instance-c/17131)

<div class="topic-metadata">

**Author:** [@nosestudiokr](https://qa.fmod.com/u/nosestudiokr)\
**Replies:** 14\
**Last updated:** [June 29, 2021, 3:54am UTC](https://qa.fmod.com/t/runtime-dsp-data-from-event-instance-c/17131 "2021-06-29T03:54:45Z")

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Hi! I created Fmod Event. I want to extract DSP runtime data from the Event Instance(ex. rms level of Master Bus). I can get runtime TimeLineBeat and TimeLineMarker. But numchannels, numsamples, rmslevel these gets …

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## [Latency in Events with lots of Audio Data - Video](https://qa.fmod.com/t/latency-in-events-with-lots-of-audio-data-video/17314)

<div class="topic-metadata">

**Author:** [@ThomasDimitri](https://qa.fmod.com/u/ThomasDimitri)\
**Replies:** 8\
**Last updated:** [June 28, 2021, 5:46pm UTC](https://qa.fmod.com/t/latency-in-events-with-lots-of-audio-data-video/17314 "2021-06-28T17:46:51Z")

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Hey everyone, I am setting events to animations such as footsteps in UE4.26 with Studio 2.01.05. I have noticed there is a delay from when the animation notifier is set to when I actually hear the sound fire. I made a s…

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## [Binaries for Windows GDK and XboxOne GDK](https://qa.fmod.com/t/binaries-for-windows-gdk-and-xboxone-gdk/17360)

<div class="topic-metadata">

**Author:** [@paras238](https://qa.fmod.com/u/paras238)\
**Replies:** 2\
**Last updated:** [June 18, 2021, 5:31am UTC](https://qa.fmod.com/t/binaries-for-windows-gdk-and-xboxone-gdk/17360 "2021-06-18T05:31:58Z")

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Hi We are packaging our game for Microsoft GameCore. How do we get access to the UE4 FMOD plugin binaries for the Windows GDK and XBoxOne GDK versions? I tried copying the Win64 binaries and renamed the folder WinGDK, b…

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## [Problem packaging in UE4 with PC and Switch as platforms](https://qa.fmod.com/t/problem-packaging-in-ue4-with-pc-and-switch-as-platforms/17338)

<div class="topic-metadata">

**Author:** [@akira47](https://qa.fmod.com/u/akira47)\
**Replies:** 1\
**Last updated:** [June 18, 2021, 12:12am UTC](https://qa.fmod.com/t/problem-packaging-in-ue4-with-pc-and-switch-as-platforms/17338 "2021-06-18T00:12:26Z")

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Hello, I’m trying to use FMOD in a project for PC and Switch. I have a problem and it is that when I compile the game for Switch, because the Desktop nomenclature is protected, it results in an error because the banks a…

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## [Some sounds missing in UE4 packaged builds but work fine in the editor](https://qa.fmod.com/t/some-sounds-missing-in-ue4-packaged-builds-but-work-fine-in-the-editor/16900)

<div class="topic-metadata">

**Author:** [@filvox](https://qa.fmod.com/u/filvox)\
**Replies:** 17\
**Last updated:** [June 16, 2021, 4:06am UTC](https://qa.fmod.com/t/some-sounds-missing-in-ue4-packaged-builds-but-work-fine-in-the-editor/16900 "2021-06-16T04:06:05Z")

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Unreal version: 4.26.1 FMOD version: 2.01.08 So after updating the engine of our game and going from older version of UE to a newer one, we naturally had to update the FMOD plugin/UE4 integration and FMOD Studio itself…

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## [DefaulEngine.ini isn't modified by FMOD](https://qa.fmod.com/t/defaulengine-ini-isnt-modified-by-fmod/17259)

<div class="topic-metadata">

**Author:** [@Camilo2ds](https://qa.fmod.com/u/Camilo2ds)\
**Replies:** 1\
**Last updated:** [June 15, 2021, 4:08am UTC](https://qa.fmod.com/t/defaulengine-ini-isnt-modified-by-fmod/17259 "2021-06-15T04:08:30Z")

</div>

We have integrated FMOD to our project but it appears that fmod settings isnt saving even with manually checkout from p4 we are using ue4 4.26.1 source and FMODStudio 2.01.09 also we are using p4 as SCM, the problem is …

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## [Scatterer instrument quiet](https://qa.fmod.com/t/scatterer-instrument-quiet/16631)

<div class="topic-metadata">

**Author:** [@KeyJay](https://qa.fmod.com/u/KeyJay)\
**Replies:** 12\
**Last updated:** [June 8, 2021, 8:03pm UTC](https://qa.fmod.com/t/scatterer-instrument-quiet/16631 "2021-06-08T20:03:05Z")

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Hey, I’m experiencing weird behaviour from scatterer instruments that I’m using in my ambient events in our upcoming multiplatform RPG game. I have no idea what is going on. I’m using several stereo loops combined with …

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## [FMODAmbientSound not playing until I hit Play](https://qa.fmod.com/t/fmodambientsound-not-playing-until-i-hit-play/16255)

<div class="topic-metadata">

**Author:** [@lukpcn](https://qa.fmod.com/u/lukpcn)\
**Replies:** 11\
**Last updated:** [June 8, 2021, 5:53am UTC](https://qa.fmod.com/t/fmodambientsound-not-playing-until-i-hit-play/16255 "2021-06-08T05:53:44Z")

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Howdy, when using UE4 built in Ambient Sound I can hear it while editing the level - this way I can properly place them on the level. When Using FMODAmbientSound I can’t hear that sound until I go to PLAY mode and test…

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## [Event not properly stopped after playing](https://qa.fmod.com/t/event-not-properly-stopped-after-playing/17266)

<div class="topic-metadata">

**Author:** [@anteevy](https://qa.fmod.com/u/anteevy)\
**Replies:** 3\
**Last updated:** [June 2, 2021, 12:42am UTC](https://qa.fmod.com/t/event-not-properly-stopped-after-playing/17266 "2021-06-02T00:42:59Z")

</div>

Hi! I have a randomly appearing issue with playing an event from start. I’m using the UFMODAudioComponent in my own actor, play an event (it’s a music track), let’s say it reaches bar 16, then I call Stop() on the compon…

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## ["Failed to load banks" when validating FMOD and no sound ingame unless I reload banks](https://qa.fmod.com/t/failed-to-load-banks-when-validating-fmod-and-no-sound-ingame-unless-i-reload-banks/17114)

<div class="topic-metadata">

**Author:** [@filvox](https://qa.fmod.com/u/filvox)\
**Replies:** 17\
**Last updated:** [May 27, 2021, 1:01am UTC](https://qa.fmod.com/t/failed-to-load-banks-when-validating-fmod-and-no-sound-ingame-unless-i-reload-banks/17114 "2021-05-27T01:01:56Z")

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Unreal version: 4.26.1 FMOD version: 2.01.09 ( We’ve just updated from 2.01.08) Like the title says really. When I build the banks, the events appear in UE4, but they don’t make any sound and when I try to validate FMO…

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## [Fmod sound class ue4](https://qa.fmod.com/t/fmod-sound-class-ue4/17213)

<div class="topic-metadata">

**Author:** [@Yozza](https://qa.fmod.com/u/Yozza)\
**Replies:** 1\
**Last updated:** [May 26, 2021, 12:24am UTC](https://qa.fmod.com/t/fmod-sound-class-ue4/17213 "2021-05-26T00:24:40Z")

</div>

Hi FMOD’ers Is there a way to add your FMOD sounds to a sound class that can be controlled in ue4? example having different volume settings in your main menu, like music, fxs, voice, atmosphere that can be controlled b…

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## [StartupModule() Fatal error! - inconsistent LoadingPhase of modules](https://qa.fmod.com/t/startupmodule-fatal-error-inconsistent-loadingphase-of-modules/17222)

<div class="topic-metadata">

**Author:** [@Bendo](https://qa.fmod.com/u/Bendo)\
**Replies:** 1\
**Last updated:** [May 25, 2021, 5:54am UTC](https://qa.fmod.com/t/startupmodule-fatal-error-inconsistent-loadingphase-of-modules/17222 "2021-05-25T05:54:11Z")

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We are experiencing kind of weird behaviour after plugin integration. We have followed all steps from integration guide. We are using UE 4.25.4 build from source together with FMODStudio plugin 2.01.09 for UE 4.25. Belo…

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## [PackageVersion 522 MaxExpected 518 Error when creating a build for Xbox](https://qa.fmod.com/t/packageversion-522-maxexpected-518-error-when-creating-a-build-for-xbox/17219)

<div class="topic-metadata">

**Author:** [@JoeKataldo](https://qa.fmod.com/u/JoeKataldo)\
**Replies:** 1\
**Last updated:** [May 24, 2021, 6:14am UTC](https://qa.fmod.com/t/packageversion-522-maxexpected-518-error-when-creating-a-build-for-xbox/17219 "2021-05-24T06:14:03Z")

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Hello there, we have encountered this error when building for Xbox on UE 4.25 and FMOD 2.01.09. No issues on Switch, and Desktop. Deleting those assets, VCA, Groups and Events, and replacing them with new ones, seems to…

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## [Avoiding FMODStudio and FMODStudioEditor recompilation](https://qa.fmod.com/t/avoiding-fmodstudio-and-fmodstudioeditor-recompilation/17159)

<div class="topic-metadata">

**Author:** [@twevs](https://qa.fmod.com/u/twevs)\
**Replies:** 2\
**Last updated:** [May 15, 2021, 11:08am UTC](https://qa.fmod.com/t/avoiding-fmodstudio-and-fmodstudioeditor-recompilation/17159 "2021-05-15T11:08:31Z")

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Building the UE4 project that I am working on after changing a project-specific file that is completely unrelated to the plugin very often triggers the following, where X is some number: UE4Editor-FMODStudio-000X.dll …

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## [Problem with UE4 source + FMOD](https://qa.fmod.com/t/problem-with-ue4-source-fmod/17179)

<div class="topic-metadata">

**Author:** [@akira47](https://qa.fmod.com/u/akira47)\
**Replies:** 2\
**Last updated:** [May 13, 2021, 8:09am UTC](https://qa.fmod.com/t/problem-with-ue4-source-fmod/17179 "2021-05-13T08:09:33Z")

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Hello, I’m trying to run Unreal Engine 4 with the source version with FMOD but when I open the project, an error window opens with this: The Following modules are missing or built with a different engine version: FMODSt…

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## [Mobile Banks don't load on Oculus Quets](https://qa.fmod.com/t/mobile-banks-dont-load-on-oculus-quets/17174)

<div class="topic-metadata">

**Author:** [@Camilo2ds](https://qa.fmod.com/u/Camilo2ds)\
**Replies:** 6\
**Last updated:** [May 13, 2021, 2:26am UTC](https://qa.fmod.com/t/mobile-banks-dont-load-on-oculus-quets/17174 "2021-05-13T02:26:58Z")

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Hi Everyone!!! We’ve had some issues trying to deploy our project on Oculus quest, the main problem is when we install the apk on quest and open the game the fmod banks don’t load and the game is running without audio. …

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## [Unable to load plugin 'FMODStudio'](https://qa.fmod.com/t/unable-to-load-plugin-fmodstudio/15563)

<div class="topic-metadata">

**Author:** [@ljjss](https://qa.fmod.com/u/ljjss)\
**Replies:** 5\
**Last updated:** [May 13, 2021, 1:51am UTC](https://qa.fmod.com/t/unable-to-load-plugin-fmodstudio/15563 "2021-05-13T01:51:04Z")

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I got this error when I deployed the project to run… Error: LogPluginManager: Error: Unable to load plugin ‘FMODStudio’. Aborting. LogPlayLevel: Error: ERROR: Client exited with error code: 1

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## [Release of events](https://qa.fmod.com/t/release-of-events/17160)

<div class="topic-metadata">

**Author:** [@davormano](https://qa.fmod.com/u/davormano)\
**Replies:** 3\
**Last updated:** [May 10, 2021, 12:23am UTC](https://qa.fmod.com/t/release-of-events/17160 "2021-05-10T00:23:09Z")

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Hello, we’re having some trouble with releasing of called FMOD events in UE. I’m new on the project which had some problems and we have narrowed it down through the Profiler to sounds not being released. “Instances - Act…

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## [New events won't play in game after 2.01.09](https://qa.fmod.com/t/new-events-wont-play-in-game-after-2-01-09/17151)

<div class="topic-metadata">

**Author:** [@zwolfiez](https://qa.fmod.com/u/zwolfiez)\
**Replies:** 3\
**Last updated:** [May 9, 2021, 10:44pm UTC](https://qa.fmod.com/t/new-events-wont-play-in-game-after-2-01-09/17151 "2021-05-09T22:44:42Z")

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As the title says, the events that I have created since updating the studio and plugin to .09 (due to using perforce) don’t seem to play when I run the game. Here is what I have done so far. As soon as the game loads (…

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