# Unreal Engine

**URL:** https://qa.fmod.com/c/ue4/8.md?no_subcategories=false&page=40

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

**Page:** 41

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## [Problem with plugins in UE 4.15.1](https://qa.fmod.com/t/problem-with-plugins-in-ue-4-15-1/13088)

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**Author:** [@rassari](https://qa.fmod.com/u/rassari)\
**Replies:** 2\
**Last updated:** [April 6, 2017, 10:21am UTC](https://qa.fmod.com/t/problem-with-plugins-in-ue-4-15-1/13088 "2017-04-06T10:21:48Z")

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I seem to be too dumb to figure out how the plugins should work in UE 4. I’ve tried to use both Oculus Spatializer and GVRaudio, but haven’t got them to work. I’ve followed the tutorials and everything should be set corr…

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## [UE4.15 log spam ...getting lots of 'virtual channel' warnings](https://qa.fmod.com/t/ue4-15-log-spam-getting-lots-of-virtual-channel-warnings/13063)

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**Author:** [@Ste\_C](https://qa.fmod.com/u/Ste_C)\
**Replies:** 2\
**Last updated:** [April 4, 2017, 10:16pm UTC](https://qa.fmod.com/t/ue4-15-log-spam-getting-lots-of-virtual-channel-warnings/13063 "2017-04-04T22:16:52Z")

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I’ve tried turning off ‘Vol0Virtual’ in project settings and rebuilt banks with all events stealing properties now set to ‘oldest’ …but still getting spammed with a ton of these in editor log: LogFMOD:Warning: e:\\jk\\w…

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## [iOS Crashed at UE 4.15.1](https://qa.fmod.com/t/ios-crashed-at-ue-4-15-1/13085)

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**Author:** [@ttmayrin](https://qa.fmod.com/u/ttmayrin)\
**Replies:** 0\
**Last updated:** [April 4, 2017, 6:45am UTC](https://qa.fmod.com/t/ios-crashed-at-ue-4-15-1/13085 "2017-04-04T06:45:22Z")

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I using UE4.15.1 FMOD 1.09.03 packaging option \[Use Pak File\] : Checked \[Additional Non-Asset Directories to Package\] : my fmod bank folder below content folder When I try to run my game on iOS… A lot of error mess…

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## [Sound output and Oculus Rift](https://qa.fmod.com/t/sound-output-and-oculus-rift/12833)

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**Author:** [@IVIarsu](https://qa.fmod.com/u/IVIarsu)\
**Replies:** 4\
**Last updated:** [March 30, 2017, 7:52pm UTC](https://qa.fmod.com/t/sound-output-and-oculus-rift/12833 "2017-03-30T19:52:53Z")

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Hi, I experience undesired behaviour with default device choice FMOD makes to output sounds. When the default Windows audio output device is set to something other than Rift, e.g. headphones, there will be no audio in …

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## [New Include System Unreal](https://qa.fmod.com/t/new-include-system-unreal/13071)

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**Author:** [@choba](https://qa.fmod.com/u/choba)\
**Replies:** 3\
**Last updated:** [March 28, 2017, 9:47am UTC](https://qa.fmod.com/t/new-include-system-unreal/13071 "2017-03-28T09:47:18Z")

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Hi, we are currently using the new Include System of Unreal 4.15 which can speed up the compile process to 50%. https://docs.unrealengine.com/latest/INT/Programming/UnrealBuildSystem/IWYUReferenceGuide/ When switching…

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## [UE 4.15.1 + Oculus Audio SDK 1.1.3 plugins = no sound in PIE/Editor](https://qa.fmod.com/t/ue-4-15-1-oculus-audio-sdk-1-1-3-plugins-no-sound-in-pie-editor/13070)

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**Author:** [@motorsep](https://qa.fmod.com/u/motorsep)\
**Replies:** 5\
**Last updated:** [March 27, 2017, 11:22pm UTC](https://qa.fmod.com/t/ue-4-15-1-oculus-audio-sdk-1-1-3-plugins-no-sound-in-pie-editor/13070 "2017-03-27T23:22:34Z")

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I finally managed to build my project with UE 4.15.1 + FMOD 1.09.03 + Oculus Audio SDK 1.1.3 plugins. It runs on the device with sounds (spatialized sound evens are a way too loud, but I’ll have to check if physical vol…

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## [UE 4.15.1 + FMOD 1.09.03 + Oculus Audio SDK 1.1.3 = fail to build](https://qa.fmod.com/t/ue-4-15-1-fmod-1-09-03-oculus-audio-sdk-1-1-3-fail-to-build/13055)

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**Author:** [@motorsep](https://qa.fmod.com/u/motorsep)\
**Replies:** 5\
**Last updated:** [March 24, 2017, 6:35pm UTC](https://qa.fmod.com/t/ue-4-15-1-fmod-1-09-03-oculus-audio-sdk-1-1-3-fail-to-build/13055 "2017-03-24T18:35:17Z")

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Gear VR project fails to build when using UE 4.15.1 + FMOD 1.09.03 plugin + Oculus Audio SDK plugins 1.1.3 UE4 output log: http://pastebin.com/Fx06LZzW I am also seeing this: http://pastebin.com/Encki7He (maybe not rel…

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## [Error when launching 4.15 XboxOne build with 1.09.03 FMod version](https://qa.fmod.com/t/error-when-launching-4-15-xboxone-build-with-1-09-03-fmod-version/13053)

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**Author:** [@34bigthings](https://qa.fmod.com/u/34bigthings)\
**Replies:** 3\
**Last updated:** [March 23, 2017, 9:40pm UTC](https://qa.fmod.com/t/error-when-launching-4-15-xboxone-build-with-1-09-03-fmod-version/13053 "2017-03-23T21:40:03Z")

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Maybe XboxOne’s lib and dll are not aligned? 0130:0134 @ 00008843 - LdrpNameToOrdinal - WARNING: Procedure “?setVolume@Bus@Studio@FMOD@@QEAA?AW4FMOD\_RESULT@@M@Z” could not be located in DLL at base 0x00000104F0E70000. …

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## [Oculus Spatialiser and UE4 - still stuck!](https://qa.fmod.com/t/oculus-spatialiser-and-ue4-still-stuck/13050)

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**Author:** [@stevejlane](https://qa.fmod.com/u/stevejlane)\
**Replies:** 6\
**Last updated:** [March 22, 2017, 9:04am UTC](https://qa.fmod.com/t/oculus-spatialiser-and-ue4-still-stuck/13050 "2017-03-22T09:04:11Z")

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Hi Im having some issues trying to get the oculus spatialiser plugin to work. UE 4.14 FMOD 1.09.01 As soon as i put an oculus plugin into the chain in fmod, i get no playback in UE4 when i go into play mode. I can p…

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## [FMOD for UE 4.15 ?](https://qa.fmod.com/t/fmod-for-ue-4-15/12981)

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**Author:** [@motorsep](https://qa.fmod.com/u/motorsep)\
**Replies:** 24\
**Last updated:** [March 21, 2017, 12:23pm UTC](https://qa.fmod.com/t/fmod-for-ue-4-15/12981 "2017-03-21T12:23:31Z")

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Just wondering what release schedule looks like for FMOD for UE 4.15 :slight\_smile: Thanks

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## [Time in a programmer sound](https://qa.fmod.com/t/time-in-a-programmer-sound/13035)

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**Author:** [@DrasticNick](https://qa.fmod.com/u/DrasticNick)\
**Replies:** 1\
**Last updated:** [March 16, 2017, 3:53am UTC](https://qa.fmod.com/t/time-in-a-programmer-sound/13035 "2017-03-16T03:53:11Z")

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Hey everyone, I’m working with FMOD in UE4, and am currently loading a user-selected music track at runtime using createSound(), and then setting that as a programmer sound on an FMODAudioComponent. For the most part, ev…

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## [Error every frame: bind failed 10048](https://qa.fmod.com/t/error-every-frame-bind-failed-10048/12887)

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**Author:** [@e.russo](https://qa.fmod.com/u/e.russo)\
**Replies:** 6\
**Last updated:** [March 9, 2017, 10:10am UTC](https://qa.fmod.com/t/error-every-frame-bind-failed-10048/12887 "2017-03-09T10:10:35Z")

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Hello everybody, I’m using fmod unreal integration version: “VersionName” : “1.08.04”, “CreatedBy” : “Firelight Technologies”, “CreatedByURL” : “http://fmod.com”, “EngineVersion” : “4.6.0”, in Unreal engine 4.12.5 …

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## [FMOD UE 4.15](https://qa.fmod.com/t/fmod-ue-4-15/13021)

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**Author:** [@IndieDev](https://qa.fmod.com/u/IndieDev)\
**Replies:** 0\
**Last updated:** [March 8, 2017, 9:29am UTC](https://qa.fmod.com/t/fmod-ue-4-15/13021 "2017-03-08T09:29:07Z")

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How much longer for the new UE v4.15 ?

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## [FMOD / UE4 - No audio present in editor gameplay](https://qa.fmod.com/t/fmod-ue4-no-audio-present-in-editor-gameplay/13008)

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**Author:** [@MartynAudio](https://qa.fmod.com/u/MartynAudio)\
**Replies:** 12\
**Last updated:** [March 6, 2017, 9:31pm UTC](https://qa.fmod.com/t/fmod-ue4-no-audio-present-in-editor-gameplay/13008 "2017-03-06T21:31:53Z")

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I’ve been working on a project for a while now - suddenly today I got a build error message and afterwards I’m not getting any audio in editor window play mode, yet I can click on the events in the content browser and he…

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## [Unreal 4.14.3 doesn't work with Fmod Integration Plugin (Mac)](https://qa.fmod.com/t/unreal-4-14-3-doesnt-work-with-fmod-integration-plugin-mac/12993)

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**Author:** [@teo.liz.oli](https://qa.fmod.com/u/teo.liz.oli)\
**Replies:** 6\
**Last updated:** [March 6, 2017, 10:38am UTC](https://qa.fmod.com/t/unreal-4-14-3-doesnt-work-with-fmod-integration-plugin-mac/12993 "2017-03-06T10:38:43Z")

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The developers of the game I’m working just upgraded to 4.14, they use Windows, installed the integration plugin for 4.14 and everything is working just fine. In the other hand, on MacOs 10.11.6, I cant open the project,…

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## [Deploy issue on XboxOne with UnrealEngine 4.14](https://qa.fmod.com/t/deploy-issue-on-xboxone-with-unrealengine-4-14/12858)

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**Author:** [@studiolecortex](https://qa.fmod.com/u/studiolecortex)\
**Replies:** 9\
**Last updated:** [March 1, 2017, 10:12pm UTC](https://qa.fmod.com/t/deploy-issue-on-xboxone-with-unrealengine-4-14/12858 "2017-03-01T22:12:27Z")

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Hi, With Unreal engine 4.13, there was no problem, but now with 4.14, i have these errors when i try to deploy the XboxOne version of my game: LogPlayLevel: UnrealBuildTool: fmodstudioL\_vc.lib(fmodstudioL.dll) : erro…

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## [Changing sound volume in run-time - how ?](https://qa.fmod.com/t/changing-sound-volume-in-run-time-how/13007)

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**Author:** [@motorsep](https://qa.fmod.com/u/motorsep)\
**Replies:** 1\
**Last updated:** [March 1, 2017, 3:06am UTC](https://qa.fmod.com/t/changing-sound-volume-in-run-time-how/13007 "2017-03-01T03:06:33Z")

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I have an actor moving from point A to point B with player being somewhere between those points. I need to set volume of the sound (on that moving actor) low at points A and B, but at the point where player is the volum…

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## [Managing FMODAmbientSound Lifepsans](https://qa.fmod.com/t/managing-fmodambientsound-lifepsans/13001)

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**Author:** [@AlecB](https://qa.fmod.com/u/AlecB)\
**Replies:** 2\
**Last updated:** [February 27, 2017, 5:56pm UTC](https://qa.fmod.com/t/managing-fmodambientsound-lifepsans/13001 "2017-02-27T17:56:14Z")

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Hello, I was wondering if there was anywhere in either Studio or the UE4 integration where the lifespan/playback of an FMODAmbientSound can be managed dynamically - really any looping 3D event for that matter. For exam…

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## [When using ProgrammerSoundName to specify wav file,  playback stops almost at once.](https://qa.fmod.com/t/when-using-programmersoundname-to-specify-wav-file-playback-stops-almost-at-once/12990)

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**Author:** [@RickSaada](https://qa.fmod.com/u/RickSaada)\
**Replies:** 8\
**Last updated:** [February 23, 2017, 1:51am UTC](https://qa.fmod.com/t/when-using-programmersoundname-to-specify-wav-file-playback-stops-almost-at-once/12990 "2017-02-23T01:51:18Z")

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So in our dialog system, I build a path to a wav file I want to play, based on character/language/stress level, etc. I then use UFMODBlueprintStatics::PlayEventAttached to create a component attached to the speaker, use…

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## [Cannot open include file: "GeneratedCppIncludes.h": No such file or directory](https://qa.fmod.com/t/cannot-open-include-file-generatedcppincludes-h-no-such-file-or-directory/12984)

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**Author:** [@ProspectGames](https://qa.fmod.com/u/ProspectGames)\
**Replies:** 4\
**Last updated:** [February 20, 2017, 11:41pm UTC](https://qa.fmod.com/t/cannot-open-include-file-generatedcppincludes-h-no-such-file-or-directory/12984 "2017-02-20T23:41:28Z")

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Just grabbed fmodstudio10815ue4.13win64, xboxOne and ps4 archives off the download page. Extracted and dragged FMODStudio folder from each zip into GameName/Plugins as I usually do. When trying to build game project for…

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## [Automatic component deactivation](https://qa.fmod.com/t/automatic-component-deactivation/12992)

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**Author:** [@Frostwoke](https://qa.fmod.com/u/Frostwoke)\
**Replies:** 1\
**Last updated:** [February 20, 2017, 2:03am UTC](https://qa.fmod.com/t/automatic-component-deactivation/12992 "2017-02-20T02:03:34Z")

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It’s possible to deactivate FMod audio component when the audio end, like is done for UE4 standard audio component? or isn’t required?

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## [Play sound at location](https://qa.fmod.com/t/play-sound-at-location/12991)

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**Author:** [@Frostwoke](https://qa.fmod.com/u/Frostwoke)\
**Replies:** 1\
**Last updated:** [February 20, 2017, 2:00am UTC](https://qa.fmod.com/t/play-sound-at-location/12991 "2017-02-20T02:00:03Z")

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It’s possible play sound at location in Unreal engine 4 as is done using: UGameplayStatics::PlaySoundAtLocation() Thanks in advance!!

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## [Are low-level created system sounds released automatically?](https://qa.fmod.com/t/are-low-level-created-system-sounds-released-automatically/12969)

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**Author:** [@BasV](https://qa.fmod.com/u/BasV)\
**Replies:** 4\
**Last updated:** [February 13, 2017, 4:48pm UTC](https://qa.fmod.com/t/are-low-level-created-system-sounds-released-automatically/12969 "2017-02-13T16:48:36Z")

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Hi everyone, I’m using the low-level system to initialize sounds, by getting the low-level system from the StudioSystem, then creating a sound calling Sound = LowLevelSystem-\>createSound(... // LowLevelSystem is of typ…

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## [FMOD / Unreal Music System Problems](https://qa.fmod.com/t/fmod-unreal-music-system-problems/12961)

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**Author:** [@MartynAudio](https://qa.fmod.com/u/MartynAudio)\
**Replies:** 2\
**Last updated:** [February 6, 2017, 11:52am UTC](https://qa.fmod.com/t/fmod-unreal-music-system-problems/12961 "2017-02-06T11:52:06Z")

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Hi folks… I’m having issues with my current UE / FMOD setup - I’ve got a bunch of music cues set up with triggers etc but for some reason they don’t always trigger? Sometimes they play fine, others they don’t trigger at…

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## [Strange FMOD Errors when making cooked build in UE4...](https://qa.fmod.com/t/strange-fmod-errors-when-making-cooked-build-in-ue4/12844)

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**Author:** [@SonikSky](https://qa.fmod.com/u/SonikSky)\
**Replies:** 8\
**Last updated:** [February 1, 2017, 10:40pm UTC](https://qa.fmod.com/t/strange-fmod-errors-when-making-cooked-build-in-ue4/12844 "2017-02-01T22:40:33Z")

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The strange thing is that all of these events work just fine in the build. That said, all of these errors seem to be from events where I’ve either changed the name, or replaced the event with another event. All of these …

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## [UE4 Profiling performance](https://qa.fmod.com/t/ue4-profiling-performance/12941)

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**Author:** [@Loeiz](https://qa.fmod.com/u/Loeiz)\
**Replies:** 1\
**Last updated:** [January 30, 2017, 11:03pm UTC](https://qa.fmod.com/t/ue4-profiling-performance/12941 "2017-01-30T23:03:15Z")

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This is inside UE4’s profiler. In a previous question you answered that those two stats (CPU Studio and CPU Mixer) are in CPU percentage. Here they appear as ms on the graph. Is it an error? Does these two stats ha…

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## [Automating Plugin Bypass](https://qa.fmod.com/t/automating-plugin-bypass/12355)

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**Author:** [@JesseLyon](https://qa.fmod.com/u/JesseLyon)\
**Replies:** 6\
**Last updated:** [January 29, 2017, 11:56pm UTC](https://qa.fmod.com/t/automating-plugin-bypass/12355 "2017-01-29T23:56:54Z")

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It appears that DSP plugins on Snapshots are always instantiated when running the game in UE4, even if the snapshot is not currently active. I currently have five Convolution Reverbs on five different snapshots and its …

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## [No "fade In/out" options in blueprints for Fmod event](https://qa.fmod.com/t/no-fade-in-out-options-in-blueprints-for-fmod-event/12942)

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**Author:** [@mbmusicpl](https://qa.fmod.com/u/mbmusicpl)\
**Replies:** 5\
**Last updated:** [January 27, 2017, 1:01pm UTC](https://qa.fmod.com/t/no-fade-in-out-options-in-blueprints-for-fmod-event/12942 "2017-01-27T13:01:42Z")

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Hi When I use wav file, I can easily put fade in/out in blueprints but when i use fmod event there is no options, I can only put play http://imgup.pl/di/CABV/f1.png http://imgup.pl/di/I5KI/f2.png Why:(??

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## [FMOD low level api working on PS4 but not Windows](https://qa.fmod.com/t/fmod-low-level-api-working-on-ps4-but-not-windows/12937)

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**Author:** [@karanparikh91](https://qa.fmod.com/u/karanparikh91)\
**Replies:** 4\
**Last updated:** [January 27, 2017, 3:14am UTC](https://qa.fmod.com/t/fmod-low-level-api-working-on-ps4-but-not-windows/12937 "2017-01-27T03:14:33Z")

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Hello, I am using UE4 source version 4.14.0. I have created a C++ class that tracks the volume of the microphone. While this seems to work fine when I run it on my PS4, I am unable to get it working on a Windows build.…

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## [UE4 4.14 recording devices not immediately available](https://qa.fmod.com/t/ue4-4-14-recording-devices-not-immediately-available/12894)

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**Author:** [@BasV](https://qa.fmod.com/u/BasV)\
**Replies:** 5\
**Last updated:** [January 26, 2017, 1:00pm UTC](https://qa.fmod.com/t/ue4-4-14-recording-devices-not-immediately-available/12894 "2017-01-26T13:00:52Z")

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Hi! We’ve been using FMOD for recording in an UE4 application, and we recently moved from 4.12 to 4.14. In 4.12, we used to retrieve the available recording devices from the PlayerController’s BeginPlay function using …

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