# Unreal Engine

**URL:** https://qa.fmod.com/c/ue4/8.md?no_subcategories=false&page=41

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**Page:** 42

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## [Multiplayer issue - FMOD events triggering / altering globally](https://qa.fmod.com/t/multiplayer-issue-fmod-events-triggering-altering-globally/12915)

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**Author:** [@Tinkernick](https://qa.fmod.com/u/Tinkernick)\
**Replies:** 2\
**Last updated:** [January 25, 2017, 5:12pm UTC](https://qa.fmod.com/t/multiplayer-issue-fmod-events-triggering-altering-globally/12915 "2017-01-25T17:12:19Z")

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Hello everyone I’m in the process of implementing audio into an online multiplayer game. (Using FMOD Studio and UE4 Integration) When simply hosting a game and testing things like music adaptivity or SFX in the map, i…

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## [Implementing in UE4](https://qa.fmod.com/t/implementing-in-ue4/12935)

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**Author:** [@mbmusicpl](https://qa.fmod.com/u/mbmusicpl)\
**Replies:** 2\
**Last updated:** [January 24, 2017, 10:53am UTC](https://qa.fmod.com/t/implementing-in-ue4/12935 "2017-01-24T10:53:26Z")

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Hi, I wonder if there is a way to implement music like this: http://imgup.pl/di/7AGS/f-mod.png I have some loop regions. When character enters loop 2, loop 1 still plays until it ends, then loop 2 begins??

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## [Build doesn't work in Unreal Engine 4](https://qa.fmod.com/t/build-doesnt-work-in-unreal-engine-4/12933)

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**Author:** [@reshif](https://qa.fmod.com/u/reshif)\
**Replies:** 5\
**Last updated:** [January 19, 2017, 9:44am UTC](https://qa.fmod.com/t/build-doesnt-work-in-unreal-engine-4/12933 "2017-01-19T09:44:46Z")

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Hi everyone ! I am currently working on a game project using Unreal Engine 4. FMOD Plugin is very useful because we drive a vehicle in the game. I want to do a dynamic car engine and I followed this video step by step : …

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## [Tracks getting out of Sync](https://qa.fmod.com/t/tracks-getting-out-of-sync/12910)

<div class="topic-metadata">

**Author:** [@Tinkernick](https://qa.fmod.com/u/Tinkernick)\
**Replies:** 1\
**Last updated:** [January 12, 2017, 4:46am UTC](https://qa.fmod.com/t/tracks-getting-out-of-sync/12910 "2017-01-12T04:46:09Z")

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I’m working on an adaptive music system with FMOD Studio and UE4. The whole soundtrack is currently set up in one single event. As it is supposed to carry on smoothly accross level transitions, the “PlayEvent2D” is cal…

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## [Monitoring FMOD Studio Performance on UE4](https://qa.fmod.com/t/monitoring-fmod-studio-performance-on-ue4/12908)

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**Author:** [@yihoe1](https://qa.fmod.com/u/yihoe1)\
**Replies:** 3\
**Last updated:** [January 11, 2017, 5:40am UTC](https://qa.fmod.com/t/monitoring-fmod-studio-performance-on-ue4/12908 "2017-01-11T05:40:21Z")

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Hi, I want to monitor FMOD Performance values, such as ‘how many channels are active’, ‘how many channels are virtualized’, ‘how much memory occupied by FMODStudio’, ‘How many streaming channels are playing’, ‘Buffer si…

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## [Playing sound through PS4 controller speaker](https://qa.fmod.com/t/playing-sound-through-ps4-controller-speaker/12918)

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**Author:** [@JanKavan](https://qa.fmod.com/u/JanKavan)\
**Replies:** 2\
**Last updated:** [January 10, 2017, 10:59pm UTC](https://qa.fmod.com/t/playing-sound-through-ps4-controller-speaker/12918 "2017-01-10T22:59:51Z")

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Hello, is there a documentation on how I can play FMOD event through a controller speaker with standard output fallback? Thanks! Jan

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## [FMOD 1.08.15 + UE 4.14 + Oculus Audio SDK 1.0.4 = possible ?](https://qa.fmod.com/t/fmod-1-08-15-ue-4-14-oculus-audio-sdk-1-0-4-possible/12880)

<div class="topic-metadata">

**Author:** [@motorsep](https://qa.fmod.com/u/motorsep)\
**Replies:** 2\
**Last updated:** [January 6, 2017, 11:48am UTC](https://qa.fmod.com/t/fmod-1-08-15-ue-4-14-oculus-audio-sdk-1-0-4-possible/12880 "2017-01-06T11:48:39Z")

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Since spatialization hasn’t been working with Oculus Audio SDK 1.1.1 (nor 1.1.0) in UE4 when using FMOD (and it doesn’t sound like FMOD’s issue), I wonder if I can use older Audio SDK with current FMOD + UE4 ? When I us…

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## [Is that possible to play FMOD Audio while in editor without hitting play?](https://qa.fmod.com/t/is-that-possible-to-play-fmod-audio-while-in-editor-without-hitting-play/12905)

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**Author:** [@vitaliiboiko](https://qa.fmod.com/u/vitaliiboiko)\
**Replies:** 0\
**Last updated:** [January 4, 2017, 8:49am UTC](https://qa.fmod.com/t/is-that-possible-to-play-fmod-audio-while-in-editor-without-hitting-play/12905 "2017-01-04T08:49:40Z")

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Seems like the whole powerfull UE4 idea of getting animations done in sequencer in realtime without playing it each time dissapears. Ive triet to wrap up components and call Play while in editor but seems it doesnt work…

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## [Net Stream doesnt work on UnrealEngine](https://qa.fmod.com/t/net-stream-doesnt-work-on-unrealengine/12868)

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**Author:** [@studiolecortex](https://qa.fmod.com/u/studiolecortex)\
**Replies:** 5\
**Last updated:** [January 3, 2017, 8:36am UTC](https://qa.fmod.com/t/net-stream-doesnt-work-on-unrealengine/12868 "2017-01-03T08:36:04Z")

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Hi, I followed your example for the net stream. result = system-\>createSound("http://www.music.helsinki.fi/tmt/opetus/uusmedia/esim/a2002011001-e02.wav", FMOD\_CREATESTREAM | FMOD\_NONBLOCKING, 0, &sound); ERRCHECK(r…

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## [Set loop lenght, and/or sample offset via BP?](https://qa.fmod.com/t/set-loop-lenght-and-or-sample-offset-via-bp/12873)

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**Author:** [@gbsr](https://qa.fmod.com/u/gbsr)\
**Replies:** 1\
**Last updated:** [December 28, 2016, 3:20am UTC](https://qa.fmod.com/t/set-loop-lenght-and-or-sample-offset-via-bp/12873 "2016-12-28T03:20:04Z")

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Hello. So yeah, as the title says. I want to get the event name. At the moment this is just for debugging but could be used for switching depending on string for example. EDIT: Literally worked the second I posted. Get …

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## [Is there a way to load an index of the .wav files in an event?](https://qa.fmod.com/t/is-there-a-way-to-load-an-index-of-the-wav-files-in-an-event/12870)

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**Author:** [@SonikSky](https://qa.fmod.com/u/SonikSky)\
**Replies:** 6\
**Last updated:** [December 20, 2016, 5:38pm UTC](https://qa.fmod.com/t/is-there-a-way-to-load-an-index-of-the-wav-files-in-an-event/12870 "2016-12-20T17:38:39Z")

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I’m wanting to use this to display the name of the file or an index that can reference a name of a file within an event that has multiple audio files within it.

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## [arm64-v8a and FMOD fail](https://qa.fmod.com/t/arm64-v8a-and-fmod-fail/12886)

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**Author:** [@motorsep](https://qa.fmod.com/u/motorsep)\
**Replies:** 1\
**Last updated:** [December 19, 2016, 1:21am UTC](https://qa.fmod.com/t/arm64-v8a-and-fmod-fail/12886 "2016-12-19T01:21:18Z")

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Since I am building only for arm64-v8a devices (Galaxy S6 and up), I’d like to use that option in UE4. However, build process fails on FMOD (although I don’t know if it’s an issue exclusive to FMOD) Any idea what’s goin…

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## [Oculus SDK plugins are not being loaded by UE 4.14.1](https://qa.fmod.com/t/oculus-sdk-plugins-are-not-being-loaded-by-ue-4-14-1/12877)

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**Author:** [@motorsep](https://qa.fmod.com/u/motorsep)\
**Replies:** 2\
**Last updated:** [December 15, 2016, 3:17am UTC](https://qa.fmod.com/t/oculus-sdk-plugins-are-not-being-loaded-by-ue-4-14-1/12877 "2016-12-15T03:17:20Z")

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Here is what I am talking about: https://www.youtube.com/watch?v=iYv3Bzc1hzg Basically FMOD is looking for libOculusSpatializerFMOD64.dll and Oculus provides OculusSpatializerFMOD.dll Filename is the same for Win32 or…

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## [Oculus Audio SDK 1.1.1 support - when ?](https://qa.fmod.com/t/oculus-audio-sdk-1-1-1-support-when/12854)

<div class="topic-metadata">

**Author:** [@motorsep](https://qa.fmod.com/u/motorsep)\
**Replies:** 2\
**Last updated:** [December 12, 2016, 3:43am UTC](https://qa.fmod.com/t/oculus-audio-sdk-1-1-1-support-when/12854 "2016-12-12T03:43:16Z")

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Could you please tell us when Oculus Audio SDK 1.1.1 support is coming for FMOD and its UE4 plugin ? I see in the release notes that 1.04 SDK was the last one supported. Thanks

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## [Doppler Effect](https://qa.fmod.com/t/doppler-effect/11729)

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**Author:** [@Jacky](https://qa.fmod.com/u/Jacky)\
**Replies:** 4\
**Last updated:** [December 12, 2016, 1:00am UTC](https://qa.fmod.com/t/doppler-effect/11729 "2016-12-12T01:00:33Z")

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Hello FMOD! Thanks again for making this amazing tool available for UE4 users. My question is about Doppler. I have a vehicle, of which sound is setup with Fmod Studio. I’ve enabled doppler but i cant hear the doppler …

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## [Strange problem, music changes pitch](https://qa.fmod.com/t/strange-problem-music-changes-pitch/12860)

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**Author:** [@Micha](https://qa.fmod.com/u/Micha)\
**Replies:** 1\
**Last updated:** [December 11, 2016, 8:02pm UTC](https://qa.fmod.com/t/strange-problem-music-changes-pitch/12860 "2016-12-11T20:02:36Z")

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Hi! At the start of my game, my music starts pitched down a few half tones from where it should be. It then switches back to the right pitch, and back. Also, it “glides” down gradually to the other pitch. Sounds a bit l…

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## [UE 4.14 integration broken](https://qa.fmod.com/t/ue-4-14-integration-broken/12855)

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**Author:** [@JanKavan](https://qa.fmod.com/u/JanKavan)\
**Replies:** 1\
**Last updated:** [December 7, 2016, 9:03am UTC](https://qa.fmod.com/t/ue-4-14-integration-broken/12855 "2016-12-07T09:03:56Z")

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Hello, I did a test upgrade of my project to Unreal 4.14 as I’ve seen, that there is already a supporting FMOD integration. Now whenever I try to launch the project, it keeps complaining about libraries built in differ…

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## [Placing FMOD music into level on UE4](https://qa.fmod.com/t/placing-fmod-music-into-level-on-ue4/12851)

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**Author:** [@gucoutinho](https://qa.fmod.com/u/gucoutinho)\
**Replies:** 2\
**Last updated:** [December 7, 2016, 12:07am UTC](https://qa.fmod.com/t/placing-fmod-music-into-level-on-ue4/12851 "2016-12-07T00:07:36Z")

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Hi guys! I know this is pretty basic stuff but this is my first project with FMOD and UE4 and I’m having some trouble. I want a track to start at one point of the level and end at another. How can I do this? I’ve tried…

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## [Still no UE 4.14 support ?](https://qa.fmod.com/t/still-no-ue-4-14-support/12853)

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**Author:** [@motorsep](https://qa.fmod.com/u/motorsep)\
**Replies:** 4\
**Last updated:** [December 6, 2016, 2:58am UTC](https://qa.fmod.com/t/still-no-ue-4-14-support/12853 "2016-12-06T02:58:49Z")

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Could you please let us know when is FMOD binary coming for UE 4.14 (or 4.15 if not for 4.14 o.O) ? Thanks

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## [FMOD for UE 4.14 - when ?](https://qa.fmod.com/t/fmod-for-ue-4-14-when/12816)

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**Author:** [@motorsep](https://qa.fmod.com/u/motorsep)\
**Replies:** 6\
**Last updated:** [December 5, 2016, 9:50pm UTC](https://qa.fmod.com/t/fmod-for-ue-4-14-when/12816 "2016-12-05T21:50:14Z")

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UE 4.14 has been released https://forums.unrealengine.com/showthread.php?128759-4-14-Released! When can we expect FMOD for it to be released ? Thanks

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## [Oculus spacialiser hangs](https://qa.fmod.com/t/oculus-spacialiser-hangs/12774)

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**Author:** [@jumbli](https://qa.fmod.com/u/jumbli)\
**Replies:** 4\
**Last updated:** [December 5, 2016, 7:00am UTC](https://qa.fmod.com/t/oculus-spacialiser-hangs/12774 "2016-12-05T07:00:21Z")

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I am using Unreal Engine 4.13 and FMOD 1.8.4, Oculus Audio 1.0.4, but this is a very long term problem. There is a sequence of events that I can’t reproduce that occasionally results in the Oculus Spacialiser hanging. FM…

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## [FMOD Plugin broken with BuildGraph](https://qa.fmod.com/t/fmod-plugin-broken-with-buildgraph/12826)

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**Author:** [@caswal](https://qa.fmod.com/u/caswal)\
**Replies:** 0\
**Last updated:** [November 22, 2016, 12:35am UTC](https://qa.fmod.com/t/fmod-plugin-broken-with-buildgraph/12826 "2016-11-22T00:35:32Z")

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We maintain our own internal UE4 build, built from the UDN Perforce. We use the new (4.13) build graph system to build Rocket builds for distribution to the team.I have put the plugin into the Engine/Plugins folder, so …

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## [UE 4.14 FMOD unable to compile](https://qa.fmod.com/t/ue-4-14-fmod-unable-to-compile/12823)

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**Author:** [@karanparikh91](https://qa.fmod.com/u/karanparikh91)\
**Replies:** 3\
**Last updated:** [November 19, 2016, 9:03pm UTC](https://qa.fmod.com/t/ue-4-14-fmod-unable-to-compile/12823 "2016-11-19T21:03:27Z")

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I am using UE 4.14 source version, but I am unable to get FMOD to compile as I have done in the past. The image below shows the errors that my compiler identifies: Errors: Error C2248 ‘FViewMatrices::ViewMatrix’: ca…

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## [UE4 Sequencer?](https://qa.fmod.com/t/ue4-sequencer/12791)

<div class="topic-metadata">

**Author:** [@John\_Scott\_Tynes](https://qa.fmod.com/u/John_Scott_Tynes)\
**Replies:** 5\
**Last updated:** [November 17, 2016, 12:37am UTC](https://qa.fmod.com/t/ue4-sequencer/12791 "2016-11-17T00:37:16Z")

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Hi folks, Do you have any updates on support for the UE4 Sequencer tool? We are working on a VR project with extensive mocap and audio needs and are using Sequencer as our primary tool for assembling cinematic content.

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## [UE4.14/FMOD Integration Release?](https://qa.fmod.com/t/ue4-14-fmod-integration-release/12787)

<div class="topic-metadata">

**Author:** [@s.krntz](https://qa.fmod.com/u/s.krntz)\
**Replies:** 4\
**Last updated:** [November 14, 2016, 11:55pm UTC](https://qa.fmod.com/t/ue4-14-fmod-integration-release/12787 "2016-11-14T23:55:00Z")

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My team’s planning to upgrade to UE 4.14 in November due to its increase in VR rendering support, so I know I’ll have to update both FMOD and the integration plugin. I’m currently working in UE 4.11 and FMOD 1.08 and wo…

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## [FMOD audio not present in UE 4 after game build / package](https://qa.fmod.com/t/fmod-audio-not-present-in-ue-4-after-game-build-package/12806)

<div class="topic-metadata">

**Author:** [@MartynAudio](https://qa.fmod.com/u/MartynAudio)\
**Replies:** 2\
**Last updated:** [November 11, 2016, 9:13am UTC](https://qa.fmod.com/t/fmod-audio-not-present-in-ue-4-after-game-build-package/12806 "2016-11-11T09:13:46Z")

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I’ve recently completed a level in UE with audio implemented in FMOD, all runs fine when testing in the editor or a standalone window, but as soon as the level has been packaged and I load up the stand alone game there i…

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## ['Per Component' max distance attenutation](https://qa.fmod.com/t/per-component-max-distance-attenutation/11979)

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**Author:** [@dokipen](https://qa.fmod.com/u/dokipen)\
**Replies:** 3\
**Last updated:** [November 10, 2016, 2:02am UTC](https://qa.fmod.com/t/per-component-max-distance-attenutation/11979 "2016-11-10T02:02:44Z")

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Hiya I’m trying to replicate the functionality of Unreal’s native audio components by having a sphere visually determine the falloff distance. This works on a per actor/component basis. It seems that with UE4 integrati…

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## [Transceiver Plugin doesn't seem to work ingame](https://qa.fmod.com/t/transceiver-plugin-doesnt-seem-to-work-ingame/12792)

<div class="topic-metadata">

**Author:** [@simrik](https://qa.fmod.com/u/simrik)\
**Replies:** 8\
**Last updated:** [November 7, 2016, 10:55am UTC](https://qa.fmod.com/t/transceiver-plugin-doesnt-seem-to-work-ingame/12792 "2016-11-07T10:55:26Z")

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Hi there, I’ve been just adding the transceiver plugin to my session. It’s a pretty cool plugin if you want to build e.g. wider stereo images for weapon sounds. The problem that I have is that I can hear and test every…

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## [Multiple listeners seperate mixer](https://qa.fmod.com/t/multiple-listeners-seperate-mixer/12788)

<div class="topic-metadata">

**Author:** [@overfmod](https://qa.fmod.com/u/overfmod)\
**Replies:** 4\
**Last updated:** [November 4, 2016, 2:36am UTC](https://qa.fmod.com/t/multiple-listeners-seperate-mixer/12788 "2016-11-04T02:36:55Z")

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Hi, I like to ask if its possible to support multiple listeners , each with their own mixer, instead of 1 mixer. What I want is each listener having their own independent sound mixer.

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## [Low Level API in Unreal Engine 4](https://qa.fmod.com/t/low-level-api-in-unreal-engine-4/12785)

<div class="topic-metadata">

**Author:** [@fabianunterstell](https://qa.fmod.com/u/fabianunterstell)\
**Replies:** 2\
**Last updated:** [October 30, 2016, 12:47pm UTC](https://qa.fmod.com/t/low-level-api-in-unreal-engine-4/12785 "2016-10-30T12:47:19Z")

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Hi everyone. I am interested in using FMOD low level API with the unreal engine. The official documentation covers only the integration of FMOD Studio in the engine. So I am looking for a documentation / tutorial how …

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