# Unreal Engine

**URL:** https://qa.fmod.com/c/ue4/8.md?no_subcategories=false&page=30

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

**Page:** 31

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## [FMODAudioComponent GetOwner() should change to GetAttachmentRootActor() or GetAttachmentRoot()](https://qa.fmod.com/t/fmodaudiocomponent-getowner-should-change-to-getattachmentrootactor-or-getattachmentroot/15366)

<div class="topic-metadata">

**Author:** [@D3LN](https://qa.fmod.com/u/D3LN)\
**Replies:** 3\
**Last updated:** [January 20, 2020, 4:36am UTC](https://qa.fmod.com/t/fmodaudiocomponent-getowner-should-change-to-getattachmentrootactor-or-getattachmentroot/15366 "2020-01-20T04:36:21Z")

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Sometimes the listener will be set on the CameraComponent of ViewTarget Actor but not the Actor itself, so when the CameraComponent has some offset position with the ViewTarget, the sound will be strange! Change GetOwne…

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## [UE4.24 crashes with FMOD 2.00.06](https://qa.fmod.com/t/ue4-24-crashes-with-fmod-2-00-06/15361)

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**Author:** [@FyreNight](https://qa.fmod.com/u/FyreNight)\
**Replies:** 4\
**Last updated:** [January 19, 2020, 12:41am UTC](https://qa.fmod.com/t/ue4-24-crashes-with-fmod-2-00-06/15361 "2020-01-19T00:41:18Z")

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I added FMOD folder to UE4 engines plugin folder, enabled it in Unreal. Within engine says FMOD setting problem. The issue is bank output directory has not been added, so I add it, then it says to run FMOD validate, but …

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## [FMOD crashes Packaged game on Ue4.24.1 on MacOS](https://qa.fmod.com/t/fmod-crashes-packaged-game-on-ue4-24-1-on-macos/15389)

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**Author:** [@Alanzote](https://qa.fmod.com/u/Alanzote)\
**Replies:** 1\
**Last updated:** [January 17, 2020, 2:18am UTC](https://qa.fmod.com/t/fmod-crashes-packaged-game-on-ue4-24-1-on-macos/15389 "2020-01-17T02:18:54Z")

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Recently, I have implemented FMOD on a side-project I have been working on with a team. However, the project requires us to make MacOS builds as well as Windows builds. Once everything was setup and working perfectly on …

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## [VIVE Cosmos Audio listening, Unreal Engine](https://qa.fmod.com/t/vive-cosmos-audio-listening-unreal-engine/15378)

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**Author:** [@topman20000](https://qa.fmod.com/u/topman20000)\
**Replies:** 1\
**Last updated:** [January 17, 2020, 12:36am UTC](https://qa.fmod.com/t/vive-cosmos-audio-listening-unreal-engine/15378 "2020-01-17T00:36:54Z")

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Good Afternoon, I’m enrolled in a course for Developing VR for UE4, and I had a question about audio implementation. Unreal engine supports Plugins for Middleware such as FMOD, Wwise and Elias. I have recently purchas…

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## [Hang on sound for client-side network mode](https://qa.fmod.com/t/hang-on-sound-for-client-side-network-mode/15340)

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**Author:** [@i4ugui](https://qa.fmod.com/u/i4ugui)\
**Replies:** 6\
**Last updated:** [January 14, 2020, 5:11pm UTC](https://qa.fmod.com/t/hang-on-sound-for-client-side-network-mode/15340 "2020-01-14T17:11:41Z")

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I don’t know maybe it’s unreal engine problem but for network game fmod audio component still continue output sounds after carrier projectile was destroyed (problem exits on the client-side only). UE version 4.24 Fmod 4…

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## [UE4: Bug in Programmer sounds reload?](https://qa.fmod.com/t/ue4-bug-in-programmer-sounds-reload/15369)

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**Author:** [@JanKavan](https://qa.fmod.com/u/JanKavan)\
**Replies:** 1\
**Last updated:** [January 14, 2020, 4:29am UTC](https://qa.fmod.com/t/ue4-bug-in-programmer-sounds-reload/15369 "2020-01-14T04:29:39Z")

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Hello, I am running into a rather annoying issue. I am using Programmer sounds for Voiceovers and whenever I run FMOD and build data for Unreal, all the sounds work EXCEPT the programmer sounds, which no longer play. I …

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## [No Sound in Packaged Build UE4.21](https://qa.fmod.com/t/no-sound-in-packaged-build-ue4-21/15319)

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**Author:** [@BadFoxStudios](https://qa.fmod.com/u/BadFoxStudios)\
**Replies:** 6\
**Last updated:** [January 13, 2020, 12:37am UTC](https://qa.fmod.com/t/no-sound-in-packaged-build-ue4-21/15319 "2020-01-13T00:37:51Z")

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Build cant find files for package as FMOD initialises after the blueprints that require it. \[2019.12.16-16.17.59:204\]\[ 0\]LogStreaming: Error: Couldn't find file for package /Game/FMOD/Events/AlienLMG requested by async…

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## [Access to Sound Size and Min Extent of 3d sounds from Blueprints](https://qa.fmod.com/t/access-to-sound-size-and-min-extent-of-3d-sounds-from-blueprints/15325)

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**Author:** [@dawidwmika](https://qa.fmod.com/u/dawidwmika)\
**Replies:** 3\
**Last updated:** [January 13, 2020, 12:06am UTC](https://qa.fmod.com/t/access-to-sound-size-and-min-extent-of-3d-sounds-from-blueprints/15325 "2020-01-13T00:06:56Z")

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Hey, Some time ago we gained access from Blueprints to Min & Max Distance and we can set it to fit custom scenarios. However, this seems to be very incomplete without possibility to set Sound Size and Min Extent. I know…

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## [Load FMODEvent from c++](https://qa.fmod.com/t/load-fmodevent-from-c/15348)

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**Author:** [@carlomaker](https://qa.fmod.com/u/carlomaker)\
**Replies:** 1\
**Last updated:** [January 10, 2020, 3:11am UTC](https://qa.fmod.com/t/load-fmodevent-from-c/15348 "2020-01-10T03:11:05Z")

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Hi all, I can’t load an FMOD\_Event from c ++, i have correctly imported it and i see it using an FMOAudio from BP, but i would like to do it from c ++, i tried with FindAssetByName and FindLoadByName but without success…

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## [Is there a release date for UE4.24 integration?](https://qa.fmod.com/t/is-there-a-release-date-for-ue4-24-integration/15318)

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**Author:** [@nikdouglas](https://qa.fmod.com/u/nikdouglas)\
**Replies:** 12\
**Last updated:** [January 7, 2020, 2:53am UTC](https://qa.fmod.com/t/is-there-a-release-date-for-ue4-24-integration/15318 "2020-01-07T02:53:44Z")

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I guess the title says it all.

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## [Crash on Nintendo Switch when changing parameters](https://qa.fmod.com/t/crash-on-nintendo-switch-when-changing-parameters/15333)

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**Author:** [@paras238](https://qa.fmod.com/u/paras238)\
**Replies:** 1\
**Last updated:** [December 20, 2019, 4:14am UTC](https://qa.fmod.com/t/crash-on-nintendo-switch-when-changing-parameters/15333 "2019-12-20T04:14:19Z")

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Hi We have been facing this particular crash when using FMOD with Nintendo Switch. The crash is fairly reproducable and happens when we try to change some FMOD parameters dynamically through a trigger in the level. From…

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## [Built-in parameters](https://qa.fmod.com/t/built-in-parameters/15282)

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**Author:** [@dinoDuvnjak](https://qa.fmod.com/u/dinoDuvnjak)\
**Replies:** 3\
**Last updated:** [December 16, 2019, 12:55am UTC](https://qa.fmod.com/t/built-in-parameters/15282 "2019-12-16T00:55:27Z")

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Hi, I’m experiencing weird behavior with built-in parameters. When I add it to event, altought it applies the automation which is set, it doesen’t update its value either in sandbox or engine (GetParameter() function)!?…

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## [FMOD Debugging in package](https://qa.fmod.com/t/fmod-debugging-in-package/15239)

<div class="topic-metadata">

**Author:** [@dinoDuvnjak](https://qa.fmod.com/u/dinoDuvnjak)\
**Replies:** 4\
**Last updated:** [December 9, 2019, 9:37am UTC](https://qa.fmod.com/t/fmod-debugging-in-package/15239 "2019-12-09T09:37:44Z")

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Hi, I’m wondering is there an easy way to disable FMOD debugger to log into the logfile in packaged build!? I looked into FMODStudioModule.cpp where it seems that FMOD\_DEBUG\_LEVEL\_WARNING is hardcoded when the editor i…

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## [UE4 Nintendo Switch: Issues with Loading Banks](https://qa.fmod.com/t/ue4-nintendo-switch-issues-with-loading-banks/15251)

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**Author:** [@wwMaxwellG](https://qa.fmod.com/u/wwMaxwellG)\
**Replies:** 1\
**Last updated:** [November 29, 2019, 1:52am UTC](https://qa.fmod.com/t/ue4-nintendo-switch-issues-with-loading-banks/15251 "2019-11-29T01:52:49Z")

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Hey, On any UE4 Nintendo Switch Build, when calling FMOD::Studio::System’s “loadBankFile” it fails. This is only on switch, but not on other platforms. as an example, these are the paths used when calling loadBankFile…

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## [GetBank() method](https://qa.fmod.com/t/getbank-method/15238)

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**Author:** [@dinoDuvnjak](https://qa.fmod.com/u/dinoDuvnjak)\
**Replies:** 1\
**Last updated:** [November 27, 2019, 3:57am UTC](https://qa.fmod.com/t/getbank-method/15238 "2019-11-27T03:57:59Z")

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Hi, I.m having issues with getting the pointer to an already loaded bank. I’m using GetBank() method but it always returns error FMOD\_ERR\_EVENT\_NOTFOUND, and nullptr. But when I use the same path variable to loadBankFil…

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## [UE4 Nintendo Switch: "Opening too many Audio Outs, can only open 2" Error](https://qa.fmod.com/t/ue4-nintendo-switch-opening-too-many-audio-outs-can-only-open-2-error/15189)

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**Author:** [@wwMaxwellG](https://qa.fmod.com/u/wwMaxwellG)\
**Replies:** 7\
**Last updated:** [November 12, 2019, 11:53pm UTC](https://qa.fmod.com/t/ue4-nintendo-switch-opening-too-many-audio-outs-can-only-open-2-error/15189 "2019-11-12T23:53:35Z")

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Hey, On any UE4 Nintendo Switch Build, when calling FMOD::Studio::System’s “initialize”, I get this assertion. SDK Assertion Failure: 'm\_totalUsed!=g\_AudioOutCountMax' in AddPair() at pid=149, tid=1130(GameThread) D:\\…

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## [Weird looping issue in Fmod + UE4](https://qa.fmod.com/t/weird-looping-issue-in-fmod-ue4/15182)

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**Author:** [@Yuwee](https://qa.fmod.com/u/Yuwee)\
**Replies:** 6\
**Last updated:** [November 12, 2019, 8:21am UTC](https://qa.fmod.com/t/weird-looping-issue-in-fmod-ue4/15182 "2019-11-12T08:21:45Z")

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Hi there ! Working with Fmod and UE 4.22 and I have a weird looping issue. Basically what happens is the first time my sound loops, it clicks, but only while playing in the engine, not in fmod and not in my DAW, and on…

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## [Any ideas on syncing playback to an in-game timer?](https://qa.fmod.com/t/any-ideas-on-syncing-playback-to-an-in-game-timer/15165)

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**Author:** [@MarsAstro](https://qa.fmod.com/u/MarsAstro)\
**Replies:** 3\
**Last updated:** [November 12, 2019, 3:28am UTC](https://qa.fmod.com/t/any-ideas-on-syncing-playback-to-an-in-game-timer/15165 "2019-11-12T03:28:54Z")

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I have visual effects that happen in regular intervals according to an in-game timer, and I want the music playing through FMOD to have some ornamentation coinciding with the visual effects. So I need the events timeline…

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## [Can't Build in Unreal - Global Parameters Bugged?](https://qa.fmod.com/t/cant-build-in-unreal-global-parameters-bugged/15183)

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**Author:** [@ImTethered](https://qa.fmod.com/u/ImTethered)\
**Replies:** 1\
**Last updated:** [November 10, 2019, 11:11pm UTC](https://qa.fmod.com/t/cant-build-in-unreal-global-parameters-bugged/15183 "2019-11-10T23:11:29Z")

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It seems like the global parameters in the master bank aren’t being initialized properly, just like in a previous post here: A typical log I might get is: LogFMOD: Error: f:\\jk\\workspace\\2.0\_UE4.22\_Win64\\studio\_api\\s…

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## [\[4.21.2\]\[2.00.03\]Bank encryption key's issue in packaged game](https://qa.fmod.com/t/4-21-2-2-00-03-bank-encryption-keys-issue-in-packaged-game/15176)

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**Author:** [@hhhhxy123](https://qa.fmod.com/u/hhhhxy123)\
**Replies:** 11\
**Last updated:** [November 8, 2019, 5:54am UTC](https://qa.fmod.com/t/4-21-2-2-00-03-bank-encryption-keys-issue-in-packaged-game/15176 "2019-11-08T05:54:58Z")

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Hello. I’m using bank encryption key in my fmod project, and write the same key into my ue4 project(project settings -\> FMOD Studio -\> Encryption Key). FMOD works well when I play my game in the editor. But it won’t work…

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## [Fading out FMOD audio in sequencer](https://qa.fmod.com/t/fading-out-fmod-audio-in-sequencer/15150)

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**Author:** [@luke\_stellar](https://qa.fmod.com/u/luke_stellar)\
**Replies:** 2\
**Last updated:** [October 30, 2019, 3:06am UTC](https://qa.fmod.com/t/fading-out-fmod-audio-in-sequencer/15150 "2019-10-30T03:06:24Z")

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Hello, we are currently in the process of replacing all our unreal sound cues with FMOD events, and we would like to ask if there are any updates on the way in regardless to sequencer? For instance, we would like to fad…

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## [How to apply UE4 Sound Cue settings to an FMOD Audio event](https://qa.fmod.com/t/how-to-apply-ue4-sound-cue-settings-to-an-fmod-audio-event/12698)

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**Author:** [@SonikSky](https://qa.fmod.com/u/SonikSky)\
**Replies:** 7\
**Last updated:** [October 24, 2019, 3:32am UTC](https://qa.fmod.com/t/how-to-apply-ue4-sound-cue-settings-to-an-fmod-audio-event/12698 "2019-10-24T03:32:03Z")

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At this point in time, there seems to be no way to have UE4 treat an FMOD Audio event as a UE4 Sound Cue. The reason I’m wanting this is to have all of UE4s attenuation settings exposed so I can adjust them in real-time…

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## [4.23 Integration Physics / Compile issues](https://qa.fmod.com/t/4-23-integration-physics-compile-issues/15142)

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**Author:** [@DaveFace](https://qa.fmod.com/u/DaveFace)\
**Replies:** 5\
**Last updated:** [October 23, 2019, 9:41pm UTC](https://qa.fmod.com/t/4-23-integration-physics-compile-issues/15142 "2019-10-23T21:41:14Z")

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I am currently investigating a strange terrain collision issue affecting a blueprint-only project. I have posted details on that issue on the UE4 answerhub here but I believe the issue can be tracked back to the FMOD int…

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## [Getting an instance channel group or channel](https://qa.fmod.com/t/getting-an-instance-channel-group-or-channel/15117)

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**Author:** [@MaelV](https://qa.fmod.com/u/MaelV)\
**Replies:** 2\
**Last updated:** [October 16, 2019, 9:39pm UTC](https://qa.fmod.com/t/getting-an-instance-channel-group-or-channel/15117 "2019-10-16T21:39:49Z")

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Hello Everyone, I am using fmod and ue4 c++ and would like to apply a dsp effect on a channelgroup but I can’t seem to find said channelgroup depending on the event am playing. Basicaly, I have a function which is : v…

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## [Suggested fix for FMODSettings.cpp](https://qa.fmod.com/t/suggested-fix-for-fmodsettings-cpp/15118)

<div class="topic-metadata">

**Author:** [@JanKavan](https://qa.fmod.com/u/JanKavan)\
**Replies:** 3\
**Last updated:** [October 16, 2019, 4:24am UTC](https://qa.fmod.com/t/suggested-fix-for-fmodsettings-cpp/15118 "2019-10-16T04:24:45Z")

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Hello, I’ve updated to Fmod 2.0 and found out that we are having deployment issues connected to the change of MasterBankName. The issue stems from the fact, that for deployment I have to configure the plugin to load ear…

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## [Assets not loaded on dedicated server](https://qa.fmod.com/t/assets-not-loaded-on-dedicated-server/13931)

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**Author:** [@moadib](https://qa.fmod.com/u/moadib)\
**Replies:** 4\
**Last updated:** [October 10, 2019, 11:23pm UTC](https://qa.fmod.com/t/assets-not-loaded-on-dedicated-server/13931 "2019-10-10T23:23:42Z")

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Simple case: some blueprint has serverside logic and reference to FMODEvent. At certain circumstances it want to send Client RPC with name of event, so client can use FindEventByName and play it. It can be don by passing…

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## [Downloading UE4 4.23 2.00.04 Integration but the download is actually 2.00.05](https://qa.fmod.com/t/downloading-ue4-4-23-2-00-04-integration-but-the-download-is-actually-2-00-05/15108)

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**Author:** [@RobPotter](https://qa.fmod.com/u/RobPotter)\
**Replies:** 1\
**Last updated:** [October 10, 2019, 11:20pm UTC](https://qa.fmod.com/t/downloading-ue4-4-23-2-00-04-integration-but-the-download-is-actually-2-00-05/15108 "2019-10-10T23:20:59Z")

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As the title describes, when I download the 2.00.04 UE4 integration the actual files show 2.00.05 and the plugin will not work with the built banks from the latest 2.00.04 version of FMOD Studio. Is the download link a m…

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## [Audio Volume Crash on Quest?](https://qa.fmod.com/t/audio-volume-crash-on-quest/15103)

<div class="topic-metadata">

**Author:** [@DannyKarp](https://qa.fmod.com/u/DannyKarp)\
**Replies:** 3\
**Last updated:** [October 10, 2019, 4:52pm UTC](https://qa.fmod.com/t/audio-volume-crash-on-quest/15103 "2019-10-10T16:52:07Z")

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Hello, We are seeing a Oculus Quest only crash on 4.22.2. I’m not 100% sure it is FMOD related, the audio engine we are using, but I thought I would see if this has been encountered by anyone else using FMOD in these fo…

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## [No sound playing on Android](https://qa.fmod.com/t/no-sound-playing-on-android/15088)

<div class="topic-metadata">

**Author:** [@caitsavestheworld](https://qa.fmod.com/u/caitsavestheworld)\
**Replies:** 1\
**Last updated:** [October 6, 2019, 10:03pm UTC](https://qa.fmod.com/t/no-sound-playing-on-android/15088 "2019-10-06T22:03:50Z")

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I have a test file set up in UE4 that has three musical events with distance automation that all play just fine in the editor, but when I package it and install/open the .apk on my Android device, I can’t hear anything. …

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## [Some banks failed to load: Could not find master bank (Master Bank.bank). Check project settings](https://qa.fmod.com/t/some-banks-failed-to-load-could-not-find-master-bank-master-bank-bank-check-project-settings/15080)

<div class="topic-metadata">

**Author:** [@age-t](https://qa.fmod.com/u/age-t)\
**Replies:** 1\
**Last updated:** [September 29, 2019, 10:23pm UTC](https://qa.fmod.com/t/some-banks-failed-to-load-could-not-find-master-bank-master-bank-bank-check-project-settings/15080 "2019-09-29T22:23:20Z")

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I tried to integrate fmod into your tutorial project. Followed all the instraction step by step. Updated, deleted, installed again no help. I read the documentation and I cannot find what did I miss. Verify : Some banks…

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