# Unreal Engine

**URL:** https://qa.fmod.com/c/ue4/8.md?no_subcategories=false&page=34

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

**Page:** 35

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## [\[UE4.21\] "Starvation detected" warning spams Output log in editor and drops FPS to 3fps during debug with VS2017](https://qa.fmod.com/t/ue4-21-starvation-detected-warning-spams-output-log-in-editor-and-drops-fps-to-3fps-during-debug-with-vs2017/14256)

<div class="topic-metadata">

**Author:** [@Acrossfy](https://qa.fmod.com/u/Acrossfy)\
**Replies:** 2\
**Last updated:** [December 25, 2018, 3:15pm UTC](https://qa.fmod.com/t/ue4-21-starvation-detected-warning-spams-output-log-in-editor-and-drops-fps-to-3fps-during-debug-with-vs2017/14256 "2018-12-25T15:15:19Z")

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Hello, subject says it all. FMOD 1.10.10 spams this warning infinitely. It’s impossible to work with editor now. Plugin’s source code is taken from Github, fmod binaries from “Download” section. I’ve got this problem ac…

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## [Event Occlusion Not Working](https://qa.fmod.com/t/event-occlusion-not-working/14269)

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**Author:** [@Ashgard](https://qa.fmod.com/u/Ashgard)\
**Replies:** 2\
**Last updated:** [December 20, 2018, 2:23pm UTC](https://qa.fmod.com/t/event-occlusion-not-working/14269 "2018-12-20T14:23:22Z")

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Hi guys, I’m having an issue with the occlusion property. I’ve tried the methods suggested on the API documentation (via parameter or via properties on the event) and it just doesn’t work. If I set the volume to 0 on th…

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## [Adjusting global volume in UE4](https://qa.fmod.com/t/adjusting-global-volume-in-ue4/14257)

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**Author:** [@Arcane\_Noob](https://qa.fmod.com/u/Arcane_Noob)\
**Replies:** 1\
**Last updated:** [December 19, 2018, 11:21pm UTC](https://qa.fmod.com/t/adjusting-global-volume-in-ue4/14257 "2018-12-19T23:21:27Z")

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Hello! I was wondering if there was an easy method to adjust global volume in UE4 without having to go back and adjust the volume of FMOD events. Any help would be appreciated.

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## [Unable to load module UE4Editor-FMODStudioEditor.dll' because the file couldn't be loaded by the OS](https://qa.fmod.com/t/unable-to-load-module-ue4editor-fmodstudioeditor-dll-because-the-file-couldnt-be-loaded-by-the-os/14202)

<div class="topic-metadata">

**Author:** [@CamperDude3000](https://qa.fmod.com/u/CamperDude3000)\
**Replies:** 6\
**Last updated:** [December 19, 2018, 7:36am UTC](https://qa.fmod.com/t/unable-to-load-module-ue4editor-fmodstudioeditor-dll-because-the-file-couldnt-be-loaded-by-the-os/14202 "2018-12-19T07:36:20Z")

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Hi! When packaging my Unreal C++ project I get the following warnings and error: ================================ UATHelper: Packaging (Windows (64-bit)): LogModuleManager: Warning: ModuleManager: Unable to load modu…

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## [How to Use set3dattributes for Event Instance in C++?](https://qa.fmod.com/t/how-to-use-set3dattributes-for-event-instance-in-c/14239)

<div class="topic-metadata">

**Author:** [@CamperDude3000](https://qa.fmod.com/u/CamperDude3000)\
**Replies:** 3\
**Last updated:** [December 12, 2018, 7:26am UTC](https://qa.fmod.com/t/how-to-use-set3dattributes-for-event-instance-in-c/14239 "2018-12-12T07:26:31Z")

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Hi! I’m trying to update the position of an FMOD event instance so the sound follows along when my actor is moving. But when I use “set3DAttributes” the event doesn’t sound anymore at all. I’m not getting any error from …

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## [Error in log when calling FindEventInstances BP function](https://qa.fmod.com/t/error-in-log-when-calling-findeventinstances-bp-function/14241)

<div class="topic-metadata">

**Author:** [@cark](https://qa.fmod.com/u/cark)\
**Replies:** 1\
**Last updated:** [December 11, 2018, 11:41pm UTC](https://qa.fmod.com/t/error-in-log-when-calling-findeventinstances-bp-function/14241 "2018-12-11T23:41:33Z")

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Im not sure if it also happens in c++ but i can see that each time i call the FindEventInstances function it writes this in the log: LogFMOD: Error: f:\\jk\\workspace\\1.10\_UE4.19\_Win64\\studio\_api\\src\\fmod\_studio\_impl.cpp(…

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## [FMOD/UE4 - transitions not triggering](https://qa.fmod.com/t/fmod-ue4-transitions-not-triggering/14238)

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**Author:** [@KurtisCogan](https://qa.fmod.com/u/KurtisCogan)\
**Replies:** 2\
**Last updated:** [December 9, 2018, 11:51pm UTC](https://qa.fmod.com/t/fmod-ue4-transitions-not-triggering/14238 "2018-12-09T23:51:20Z")

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Having an issue with transitions; set up a parameter to jump between parts of the track using destination markers, works as expected within fmod, but when in UE4 the transitions are ignored. The track starts at the begin…

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## [Any news on 4.21 support?](https://qa.fmod.com/t/any-news-on-4-21-support/14226)

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**Author:** [@AgustinCordes](https://qa.fmod.com/u/AgustinCordes)\
**Replies:** 2\
**Last updated:** [December 5, 2018, 10:26pm UTC](https://qa.fmod.com/t/any-news-on-4-21-support/14226 "2018-12-05T22:26:23Z")

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Hi there! I know this usually takes a while, but it’s been a month since 4.21 was released. I tried building directly from git source without luck – if anyone knows a workaround, I’d be very grateful. Thanks!

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## [Experiencing important latency in UE 4.20 with Fmod 1.10.08](https://qa.fmod.com/t/experiencing-important-latency-in-ue-4-20-with-fmod-1-10-08/14108)

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**Author:** [@Tomavatars](https://qa.fmod.com/u/Tomavatars)\
**Replies:** 2\
**Last updated:** [December 3, 2018, 1:34pm UTC](https://qa.fmod.com/t/experiencing-important-latency-in-ue-4-20-with-fmod-1-10-08/14108 "2018-12-03T13:34:42Z")

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Hey there! I’m experiencing important latency in Unreal Engine 4.20. This is strange as I never witnessed this kind of latency with previous versions of both Fmod and UE4. Here is a clip : https://clyp.it/jzedqk3k?tok…

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## [Timeline Marker Event Tirgger Delay](https://qa.fmod.com/t/timeline-marker-event-tirgger-delay/14201)

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**Author:** [@Ashgard](https://qa.fmod.com/u/Ashgard)\
**Replies:** 1\
**Last updated:** [November 23, 2018, 6:18am UTC](https://qa.fmod.com/t/timeline-marker-event-tirgger-delay/14201 "2018-11-23T06:18:43Z")

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Hi, It got me curious the way the callbacks work in UE4. In the project I’m working on I have some events that have timeline markers so I can start certain actions when the playback hits that marker. The thing is that w…

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## [Oculus Spatialiser](https://qa.fmod.com/t/oculus-spatialiser/14203)

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**Author:** [@momo93](https://qa.fmod.com/u/momo93)\
**Replies:** 1\
**Last updated:** [November 23, 2018, 6:05am UTC](https://qa.fmod.com/t/oculus-spatialiser/14203 "2018-11-23T06:05:08Z")

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Unreal 4.19 I am trying to play object processed in FMOD using the Oculus Spatialiser into Unreal, but I get this message LogFMOD: Warning: f:\\jk\\workspace\\1.10\_UE4.19\_Win64\\studio\_api\\src\\fmod\_effect.cpp(189) - Missin…

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## [No way to check if created Programmer Sound is valid](https://qa.fmod.com/t/no-way-to-check-if-created-programmer-sound-is-valid/14199)

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**Author:** [@kjustynski](https://qa.fmod.com/u/kjustynski)\
**Replies:** 3\
**Last updated:** [November 23, 2018, 5:57am UTC](https://qa.fmod.com/t/no-way-to-check-if-created-programmer-sound-is-valid/14199 "2018-11-23T05:57:32Z")

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When calling SetProgrammerSound() on UFMODAudioComponent there’s no way to receive information if any sound has been created. I had to add a boolean to component set in EventCallbackCreateProgrammerSound(), set to true …

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## [FMOD UE4 Programmers Sound Not Playing](https://qa.fmod.com/t/fmod-ue4-programmers-sound-not-playing/14205)

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**Author:** [@ClixStudios](https://qa.fmod.com/u/ClixStudios)\
**Replies:** 2\
**Last updated:** [November 22, 2018, 2:53pm UTC](https://qa.fmod.com/t/fmod-ue4-programmers-sound-not-playing/14205 "2018-11-22T14:53:44Z")

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Afternoon all! This is most likely a newbie mistake I’m making here, and I guess I’m not only asking for help with an issue, but also asking for advice on if my approach is valid. == What I’m looking to make == I need…

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## [Nested Event Timeline Marker Not Triggering](https://qa.fmod.com/t/nested-event-timeline-marker-not-triggering/14198)

<div class="topic-metadata">

**Author:** [@Ashgard](https://qa.fmod.com/u/Ashgard)\
**Replies:** 1\
**Last updated:** [November 18, 2018, 11:30pm UTC](https://qa.fmod.com/t/nested-event-timeline-marker-not-triggering/14198 "2018-11-18T23:30:27Z")

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Hi, I’ve been trying to use an event to switch between one piece of music into another using trigger boxes in UE4. It works fine when it has to apply the change, the thing is that this switch has nested events and those…

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## [How to change the "microphone" for picking up at attached sound](https://qa.fmod.com/t/how-to-change-the-microphone-for-picking-up-at-attached-sound/14194)

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**Author:** [@zwolfiez](https://qa.fmod.com/u/zwolfiez)\
**Replies:** 2\
**Last updated:** [November 16, 2018, 5:54am UTC](https://qa.fmod.com/t/how-to-change-the-microphone-for-picking-up-at-attached-sound/14194 "2018-11-16T05:54:37Z")

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Hopefully simple question with a simple solution. I’m working in UE4 with blueprints (because I don’t know any coding) and I have a some sounds attached to a moving component. The camera is in the air and focused on a …

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## [Programmer Sound Dialogue Delay](https://qa.fmod.com/t/programmer-sound-dialogue-delay/14187)

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**Author:** [@Ashgard](https://qa.fmod.com/u/Ashgard)\
**Replies:** 3\
**Last updated:** [November 15, 2018, 11:05pm UTC](https://qa.fmod.com/t/programmer-sound-dialogue-delay/14187 "2018-11-15T23:05:49Z")

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Hi Everyone, I worked on a project that was finish a couple of months ago that had a lot of dialogue lines. For this I used a programmer sound and all of the sound was integrated into UE4, the problem was that when in a…

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## [Unreal Engine Android - Mic capture only work at first load of the app](https://qa.fmod.com/t/unreal-engine-android-mic-capture-only-work-at-first-load-of-the-app/14188)

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**Author:** [@VectorX](https://qa.fmod.com/u/VectorX)\
**Replies:** 1\
**Last updated:** [November 14, 2018, 6:28am UTC](https://qa.fmod.com/t/unreal-engine-android-mic-capture-only-work-at-first-load-of-the-app/14188 "2018-11-14T06:28:18Z")

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I’ve Hawuii G8 with android 6 When I Request run-time permission for first time to access mic, I get mic input correctly, however, close the app and start it, no mic input. also same apply when its fresh install and I …

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## [Attenuation Shape](https://qa.fmod.com/t/attenuation-shape/14189)

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**Author:** [@Ashgard](https://qa.fmod.com/u/Ashgard)\
**Replies:** 2\
**Last updated:** [November 12, 2018, 7:18pm UTC](https://qa.fmod.com/t/attenuation-shape/14189 "2018-11-12T19:18:14Z")

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Hi, I would like to know if there is a way to change the attenuation shape of the events into UE4. I’m trying to make an ambience and there are some cases in which I would like to add an event in box shape but it is not…

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## [Unreal Engine-Android The getRecordNumDrivers method callback is 0](https://qa.fmod.com/t/unreal-engine-android-the-getrecordnumdrivers-method-callback-is-0/14184)

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**Author:** [@VectorX](https://qa.fmod.com/u/VectorX)\
**Replies:** 3\
**Last updated:** [November 12, 2018, 5:08am UTC](https://qa.fmod.com/t/unreal-engine-android-the-getrecordnumdrivers-method-callback-is-0/14184 "2018-11-12T05:08:48Z")

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I did everything possible, enabling permission…etc, not use studioSystem = IFMODStudioModule::Get().GetStudioSystem(EFMODSystemContext::Runtime); #if PLATFORM\_ANDROID lowLevel-\>setOutput(FMOD\_OUTPUTTYPE\_OPENSL); #end…

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## [Are there any performance risks with using multiple Nested events on UE4 AudioComponents?](https://qa.fmod.com/t/are-there-any-performance-risks-with-using-multiple-nested-events-on-ue4-audiocomponents/14181)

<div class="topic-metadata">

**Author:** [@SonikSky](https://qa.fmod.com/u/SonikSky)\
**Replies:** 1\
**Last updated:** [November 11, 2018, 11:58pm UTC](https://qa.fmod.com/t/are-there-any-performance-risks-with-using-multiple-nested-events-on-ue4-audiocomponents/14181 "2018-11-11T23:58:09Z")

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I’m reformatting my project to include Nested Events so I can have them all triggered by one FMOD Audio Component in UE4 instead of having multiple components for each event. My concern is that it could be harder on FMO…

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## [Fmod Studio & UE4 - FmodAmbientSound Actor Not Auto Activating](https://qa.fmod.com/t/fmod-studio-ue4-fmodambientsound-actor-not-auto-activating/14167)

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**Author:** [@cjolley](https://qa.fmod.com/u/cjolley)\
**Replies:** 1\
**Last updated:** [November 7, 2018, 3:09am UTC](https://qa.fmod.com/t/fmod-studio-ue4-fmodambientsound-actor-not-auto-activating/14167 "2018-11-07T03:09:04Z")

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I’m dragging an Fmod Event into the world (E.G. for a 3D ambient sound) and thus creating an FmodAmbientSound Actor… The problem is that it doesn’t auto activate when loading in the appropriate banks via a blueprint. I’…

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## [Mute sound on an instance](https://qa.fmod.com/t/mute-sound-on-an-instance/14174)

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**Author:** [@jakelong](https://qa.fmod.com/u/jakelong)\
**Replies:** 1\
**Last updated:** [November 6, 2018, 11:30pm UTC](https://qa.fmod.com/t/mute-sound-on-an-instance/14174 "2018-11-06T23:30:33Z")

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Hey guys I just wanna ask how do you mute the sound on an instance in PIE. Basically Im playing the game with 2 players and I want to mute the sound from one instance so I can hear what the sound sounds like from the oth…

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## [Weird sound behaviour when using auto distance parameter in dedicated server](https://qa.fmod.com/t/weird-sound-behaviour-when-using-auto-distance-parameter-in-dedicated-server/14115)

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**Author:** [@jakelong](https://qa.fmod.com/u/jakelong)\
**Replies:** 5\
**Last updated:** [November 6, 2018, 11:25pm UTC](https://qa.fmod.com/t/weird-sound-behaviour-when-using-auto-distance-parameter-in-dedicated-server/14115 "2018-11-06T23:25:19Z")

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Hello guys, I’m using UE 4.19 integrated with FMOD. Recently I encounter a very weird behaviour with FMOD playing events. So what I do is just to play an instance locally when the player press a key. So I use PlayEvent…

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## [Cant get UE4.20 integration to work](https://qa.fmod.com/t/cant-get-ue4-20-integration-to-work/14175)

<div class="topic-metadata">

**Author:** [@arbykoma](https://qa.fmod.com/u/arbykoma)\
**Replies:** 1\
**Last updated:** [November 4, 2018, 10:27pm UTC](https://qa.fmod.com/t/cant-get-ue4-20-integration-to-work/14175 "2018-11-04T22:27:16Z")

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Firstly let me clarify, that I carefully read and followed these instructions: https://www.fmod.com/resources/documentation-api?page=content/generated/engine\_ue4/getting\_started.html#/ https://www.fmod.org/questions/qu…

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## [Change footstep sound based on material](https://qa.fmod.com/t/change-footstep-sound-based-on-material/14027)

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**Author:** [@Eneco](https://qa.fmod.com/u/Eneco)\
**Replies:** 5\
**Last updated:** [November 2, 2018, 4:08pm UTC](https://qa.fmod.com/t/change-footstep-sound-based-on-material/14027 "2018-11-02T16:08:25Z")

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Hey folks, I’m trying to set up a material check system for the footsteps. Triggered by an “AnimNotify” on the animation timeline, I perform a LineTrace whenever a footstep takes place to check the surface type. Based o…

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## [About the Unreal Engine category](https://qa.fmod.com/t/about-the-unreal-engine-category/119)

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**Author:** [@brett](https://qa.fmod.com/u/brett)\
**Replies:** 0\
**Last updated:** [October 30, 2018, 12:34am UTC](https://qa.fmod.com/t/about-the-unreal-engine-category/119 "2018-10-30T00:34:44Z")

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Discussion surrounding the use of FMOD Studio with Unreal Engine and the associated “FMOD for UE4” integration.

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## [How to make sounds feels more 3D in FMOD](https://qa.fmod.com/t/how-to-make-sounds-feels-more-3d-in-fmod/14159)

<div class="topic-metadata">

**Author:** [@Vu5e](https://qa.fmod.com/u/Vu5e)\
**Replies:** 3\
**Last updated:** [October 28, 2018, 11:57pm UTC](https://qa.fmod.com/t/how-to-make-sounds-feels-more-3d-in-fmod/14159 "2018-10-28T23:57:11Z")

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Hello all, So I wanted to make sounds feels more 3D means that I’m playing it from the source. For example I hold a Music Box then I wanna hear it based on the location of the Music Box is. How do I get that precise 3D …

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## [No audio on Oculus Go](https://qa.fmod.com/t/no-audio-on-oculus-go/14149)

<div class="topic-metadata">

**Author:** [@jessekirbs](https://qa.fmod.com/u/jessekirbs)\
**Replies:** 5\
**Last updated:** [October 25, 2018, 7:16pm UTC](https://qa.fmod.com/t/no-audio-on-oculus-go/14149 "2018-10-25T19:16:26Z")

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Double checked that all the steps were followed correctly. FMOD plug folder is in my project folder, plugins.txt is in the ‘Binaries/Android’ folder with ‘OculusSpatializerFMOD’ as the contents, ‘FMOD’ directory added to…

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## [FMOD Oculus Go no sound](https://qa.fmod.com/t/fmod-oculus-go-no-sound/14099)

<div class="topic-metadata">

**Author:** [@toxyne](https://qa.fmod.com/u/toxyne)\
**Replies:** 5\
**Last updated:** [October 22, 2018, 4:42am UTC](https://qa.fmod.com/t/fmod-oculus-go-no-sound/14099 "2018-10-22T04:42:46Z")

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Hi all. Trying to make spatial sound for Oculus Go app. I made event in FMOD studio and add it to UE 4.19.2. No any sound after deployment. But when I hit play from desktop with Oculus DK2 sound plays and it spatialized…

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## [FMOD initializes AFTER some blueprints are serialized in packaged build, unable to find events and banks](https://qa.fmod.com/t/fmod-initializes-after-some-blueprints-are-serialized-in-packaged-build-unable-to-find-events-and-banks/14058)

<div class="topic-metadata">

**Author:** [@jeremyabel](https://qa.fmod.com/u/jeremyabel)\
**Replies:** 6\
**Last updated:** [October 21, 2018, 3:39am UTC](https://qa.fmod.com/t/fmod-initializes-after-some-blueprints-are-serialized-in-packaged-build-unable-to-find-events-and-banks/14058 "2018-10-21T03:39:51Z")

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I think this is some variant of the problem described in the “Loading blueprints before plugin load” portion of this page: https://www.fmod.com/resources/documentation-api?page=content/generated/engine\_ue4/deployment.htm…

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