# Unreal Engine

**URL:** https://qa.fmod.com/c/ue4/8.md?no_subcategories=false&page=42

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**Page:** 43

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## [GoogleVR (Daydream) crashing when FMOD plugin is enabled](https://qa.fmod.com/t/googlevr-daydream-crashing-when-fmod-plugin-is-enabled/12734)

<div class="topic-metadata">

**Author:** [@eyc](https://qa.fmod.com/u/eyc)\
**Replies:** 5\
**Last updated:** [October 28, 2016, 1:02am UTC](https://qa.fmod.com/t/googlevr-daydream-crashing-when-fmod-plugin-is-enabled/12734 "2016-10-28T01:02:24Z")

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I’m using UE4 4.13-googlevr from Google’s github: https://github.com/googlevr-unreal/UnrealEngine/tree/4.13-googlevr I got the gvraudio plugin from https://drive.google.com/drive/u/1/folders/0B160tF5X4cubS0NZM0ZQY3dBQ3…

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## [UE4 FMOD sounds not working on GoogleVR Daydream](https://qa.fmod.com/t/ue4-fmod-sounds-not-working-on-googlevr-daydream/12772)

<div class="topic-metadata">

**Author:** [@eyc](https://qa.fmod.com/u/eyc)\
**Replies:** 1\
**Last updated:** [October 27, 2016, 5:44pm UTC](https://qa.fmod.com/t/ue4-fmod-sounds-not-working-on-googlevr-daydream/12772 "2016-10-27T17:44:10Z")

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Is anyone using UE4 4.13 + FMOD for Google Daydream? It works in the editor with mobile preview, but when it’s deployed to the device, I hear no FMOD sounds. It appears that all the library files, fmod.jar, libfmod.so, l…

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## [Feature request: setting CPU affinity for FMOD threads](https://qa.fmod.com/t/feature-request-setting-cpu-affinity-for-fmod-threads/11911)

<div class="topic-metadata">

**Author:** [@forgereply](https://qa.fmod.com/u/forgereply)\
**Replies:** 5\
**Last updated:** [October 23, 2016, 2:33pm UTC](https://qa.fmod.com/t/feature-request-setting-cpu-affinity-for-fmod-threads/11911 "2016-10-23T14:33:33Z")

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Hi, I don’t know if it is deliberate or an accident, but according to my profile readings on a PS4, all FMOD-related threads appear to be running on CPU#2. The problem is that CPU#2 is reserved by UE4 for the rendering …

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## [Blueprint setup for door sounds ?](https://qa.fmod.com/t/blueprint-setup-for-door-sounds/12749)

<div class="topic-metadata">

**Author:** [@motorsep](https://qa.fmod.com/u/motorsep)\
**Replies:** 1\
**Last updated:** [October 21, 2016, 5:41am UTC](https://qa.fmod.com/t/blueprint-setup-for-door-sounds/12749 "2016-10-21T05:41:35Z")

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I have a BP actor “door” where I need to have start sound, movement sound, stop sound and re-trigger sound (when door gets blocked and rolls back, this sound would play). What would general BP setup look like ? Would I…

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## [FMOD 1.08.12 + Audio SDK 1.1.0 validation crash with UE 4.13.1](https://qa.fmod.com/t/fmod-1-08-12-audio-sdk-1-1-0-validation-crash-with-ue-4-13-1/12733)

<div class="topic-metadata">

**Author:** [@motorsep](https://qa.fmod.com/u/motorsep)\
**Replies:** 3\
**Last updated:** [October 20, 2016, 3:41am UTC](https://qa.fmod.com/t/fmod-1-08-12-audio-sdk-1-1-0-validation-crash-with-ue-4-13-1/12733 "2016-10-20T03:41:19Z")

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I don’t know whether it’s FMOD’s or Oculus’ or both issue, but after trying new Oculus Audio SDK 1.1.0 I got crash during validation of FMOD: http://www.youtube.com/watch?v=eHO1TLwJ19o Pastebin of the crash report: htt…

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## [UE4 Packaging Failed: Access to the path ...\\FMODStudioOculus.lib' is denied.](https://qa.fmod.com/t/ue4-packaging-failed-access-to-the-path-fmodstudiooculus-lib-is-denied/12742)

<div class="topic-metadata">

**Author:** [@renderman](https://qa.fmod.com/u/renderman)\
**Replies:** 1\
**Last updated:** [October 17, 2016, 4:16am UTC](https://qa.fmod.com/t/ue4-packaging-failed-access-to-the-path-fmodstudiooculus-lib-is-denied/12742 "2016-10-17T04:16:17Z")

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I’m attempting to package a project for Windows x64, but I keep getting this error: Access to the path ‘\\FMODStudio\\Binaries\\Win64\\UE4-FMODStudioOculus.lib’ is denied. The project is not using VR so is there a way I ca…

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## [FMOD integration to unreal 4.13 help for a noob](https://qa.fmod.com/t/fmod-integration-to-unreal-4-13-help-for-a-noob/12751)

<div class="topic-metadata">

**Author:** [@JakeSJordan11](https://qa.fmod.com/u/JakeSJordan11)\
**Replies:** 1\
**Last updated:** [October 17, 2016, 3:58am UTC](https://qa.fmod.com/t/fmod-integration-to-unreal-4-13-help-for-a-noob/12751 "2016-10-17T03:58:33Z")

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I am brand new to using FMOD and was using sally’s tutorials to get set up. I installed the Fmod plugin folder and opened my unreal project. I saw that Fmod was set up in the help menu and in the project settings, but wh…

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## [libfmodL.dylib was in manifest but was not produced.](https://qa.fmod.com/t/libfmodl-dylib-was-in-manifest-but-was-not-produced/12736)

<div class="topic-metadata">

**Author:** [@joeypark](https://qa.fmod.com/u/joeypark)\
**Replies:** 1\
**Last updated:** [October 11, 2016, 2:05am UTC](https://qa.fmod.com/t/libfmodl-dylib-was-in-manifest-but-was-not-produced/12736 "2016-10-11T02:05:30Z")

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I am using Unreal 4.13.1 source version and FMODStudio 1.08.12. when I build my project by Unreal RunUAT.command BuildCookRun, manifest error occurred. “AutomationTool terminated with exception …/Engine/Binaries/Mac/UE…

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## [Packaging desktop banks for mobile](https://qa.fmod.com/t/packaging-desktop-banks-for-mobile/12727)

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**Author:** [@cjacobson](https://qa.fmod.com/u/cjacobson)\
**Replies:** 2\
**Last updated:** [October 5, 2016, 4:23pm UTC](https://qa.fmod.com/t/packaging-desktop-banks-for-mobile/12727 "2016-10-05T16:23:30Z")

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Is there any way to avoid packaging desktop banks when building a mobile package? The intended packaging workflow suggests to include the FMOD folder in packaging (which adds both banks to the package) Only including th…

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## [Spatialization doesn't seem to be working on Gear VR](https://qa.fmod.com/t/spatialization-doesnt-seem-to-be-working-on-gear-vr/12712)

<div class="topic-metadata">

**Author:** [@motorsep](https://qa.fmod.com/u/motorsep)\
**Replies:** 16\
**Last updated:** [October 5, 2016, 2:52am UTC](https://qa.fmod.com/t/spatialization-doesnt-seem-to-be-working-on-gear-vr/12712 "2016-10-05T02:52:21Z")

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Finally got to test Version 1.08.12 for UE4. Sound now works on Android, but it doesn’t seem like sounds get spatialized at all. I can determine whether I am getting away or closer to the sound source, but I can’t deter…

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## [Is there a way to automate "Interval Between Sounds" in Studio? I used to do this in designer...](https://qa.fmod.com/t/is-there-a-way-to-automate-interval-between-sounds-in-studio-i-used-to-do-this-in-designer/12726)

<div class="topic-metadata">

**Author:** [@SonikSky](https://qa.fmod.com/u/SonikSky)\
**Replies:** 3\
**Last updated:** [October 5, 2016, 12:13am UTC](https://qa.fmod.com/t/is-there-a-way-to-automate-interval-between-sounds-in-studio-i-used-to-do-this-in-designer/12726 "2016-10-05T00:13:01Z")

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Just looking to automate a useful parameter like I used to in designer…

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## [Sending MIDI or other data to game engine](https://qa.fmod.com/t/sending-midi-or-other-data-to-game-engine/12720)

<div class="topic-metadata">

**Author:** [@Gianni](https://qa.fmod.com/u/Gianni)\
**Replies:** 1\
**Last updated:** [October 2, 2016, 10:54pm UTC](https://qa.fmod.com/t/sending-midi-or-other-data-to-game-engine/12720 "2016-10-02T22:54:57Z")

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Hi, I’ve been using FMOD Studio UE4 integration for a long time, but now I’m facing a new issue for a Music Game: sending data from FMOD, back to game engine. I need to impose some data on a music track, in order to rea…

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## [IOS summon control center cause fmod to stop playing events.](https://qa.fmod.com/t/ios-summon-control-center-cause-fmod-to-stop-playing-events/12710)

<div class="topic-metadata">

**Author:** [@tx2line](https://qa.fmod.com/u/tx2line)\
**Replies:** 5\
**Last updated:** [September 29, 2016, 1:44am UTC](https://qa.fmod.com/t/ios-summon-control-center-cause-fmod-to-stop-playing-events/12710 "2016-09-29T01:44:03Z")

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Hi when im in the game (iphone) everything is ok and fmod events are playing good, but when i summon Control Center to changing something like screen brightness or … and come back to game, events will stop playing .

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## [Delay/latency when playing sounds](https://qa.fmod.com/t/delay-latency-when-playing-sounds/12707)

<div class="topic-metadata">

**Author:** [@anteevy](https://qa.fmod.com/u/anteevy)\
**Replies:** 3\
**Last updated:** [September 26, 2016, 5:52am UTC](https://qa.fmod.com/t/delay-latency-when-playing-sounds/12707 "2016-09-26T05:52:09Z")

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Hey, If I play an event (via UFMODBlueprintStatics::PlayEventAtLocation as described in http://www.fmod.org/documentation/#content/generated/engine\_ue4/programming.html ), it only plays after a short delay (maybe about …

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## [Random pitch changes in UE4 plugin version 1.8.11](https://qa.fmod.com/t/random-pitch-changes-in-ue4-plugin-version-1-8-11/12703)

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**Author:** [@nate1380](https://qa.fmod.com/u/nate1380)\
**Replies:** 2\
**Last updated:** [September 23, 2016, 12:39am UTC](https://qa.fmod.com/t/random-pitch-changes-in-ue4-plugin-version-1-8-11/12703 "2016-09-23T00:39:51Z")

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During game play either in editor or a shipping build I am suddenly getting random pitch changes in some of my event tracks during playback. This did not happen in the UE 4.12 version of the plugin. We have nothing set…

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## [FMOD folder doesn't copied on UE 4.13](https://qa.fmod.com/t/fmod-folder-doesnt-copied-on-ue-4-13/12687)

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**Author:** [@gameDNAstudio](https://qa.fmod.com/u/gameDNAstudio)\
**Replies:** 11\
**Last updated:** [September 22, 2016, 11:49pm UTC](https://qa.fmod.com/t/fmod-folder-doesnt-copied-on-ue-4-13/12687 "2016-09-22T23:49:52Z")

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Hi, I noticed that on UE 4.13, FMOD folder aren’t copied to package during packaging game. I added “Additional Non-Asset Directories to Package” as described here: http://www.fmod.org/documentation/#content/generated/en…

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## [Record FMOD output and replay it afterwards](https://qa.fmod.com/t/record-fmod-output-and-replay-it-afterwards/12705)

<div class="topic-metadata">

**Author:** [@anteevy](https://qa.fmod.com/u/anteevy)\
**Replies:** 2\
**Last updated:** [September 21, 2016, 3:00pm UTC](https://qa.fmod.com/t/record-fmod-output-and-replay-it-afterwards/12705 "2016-09-21T15:00:11Z")

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Hi, I’m trying to record the ingame sound, be able to replay the recording afterwards and also store it in a .wav file (the latter is optional for now). Basically I want the player to do stuff in the game that produces …

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## [Warnings when building project with UE 4.13 and 1.08.11](https://qa.fmod.com/t/warnings-when-building-project-with-ue-4-13-and-1-08-11/12691)

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**Author:** [@motorsep](https://qa.fmod.com/u/motorsep)\
**Replies:** 7\
**Last updated:** [September 21, 2016, 7:05am UTC](https://qa.fmod.com/t/warnings-when-building-project-with-ue-4-13-and-1-08-11/12691 "2016-09-21T07:05:16Z")

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Using ver. 1.08.11 When building development Android build of my project in UE 4.13 I saw the following warning in the Output Log window: LogFMOD:Warning: e:\\jk\\workspace\\1. Build\_UE4\_1.8\_Libs\\lowlevel\_api\\platforms\\wi…

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## [No sound on Gear VR (Android) with 4.13](https://qa.fmod.com/t/no-sound-on-gear-vr-android-with-4-13/12694)

<div class="topic-metadata">

**Author:** [@motorsep](https://qa.fmod.com/u/motorsep)\
**Replies:** 3\
**Last updated:** [September 21, 2016, 7:04am UTC](https://qa.fmod.com/t/no-sound-on-gear-vr-android-with-4-13/12694 "2016-09-21T07:04:16Z")

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Directly (or not?) related to this post: http://www.fmod.org/questions/question/warnings-when-building-project-with-ue-4-13-and-1-08-11/ I am using UE 4.13.0 and FMOD plugin for UE4. While I can hear sound in the Editor…

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## [Show FMOD String .wav file name in UE4](https://qa.fmod.com/t/show-fmod-string-wav-file-name-in-ue4/12516)

<div class="topic-metadata">

**Author:** [@SonikSky](https://qa.fmod.com/u/SonikSky)\
**Replies:** 3\
**Last updated:** [September 21, 2016, 6:35am UTC](https://qa.fmod.com/t/show-fmod-string-wav-file-name-in-ue4/12516 "2016-09-21T06:35:42Z")

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Hi, I am wondering if there’s anyway to get FMOD to expose what the file name of the file it’s playing is in UE4. Currently, I’m able to get the markers to show by using print strings to UI. Is there a way to set up an…

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## [Precise music playback time](https://qa.fmod.com/t/precise-music-playback-time/11898)

<div class="topic-metadata">

**Author:** [@tuxbook](https://qa.fmod.com/u/tuxbook)\
**Replies:** 4\
**Last updated:** [September 20, 2016, 9:54pm UTC](https://qa.fmod.com/t/precise-music-playback-time/11898 "2016-09-20T21:54:34Z")

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I’m developing a music game in UE4 and am currently using the engine’s built-in audio to play a music file. The issue I’m having is there is always a delay between playing the sound and when it actually starts playing. …

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## [How can I get sound to play alongside a long object in 3D space? So non-spherical falloff.](https://qa.fmod.com/t/how-can-i-get-sound-to-play-alongside-a-long-object-in-3d-space-so-non-spherical-falloff/12696)

<div class="topic-metadata">

**Author:** [@finndave](https://qa.fmod.com/u/finndave)\
**Replies:** 4\
**Last updated:** [September 16, 2016, 1:12am UTC](https://qa.fmod.com/t/how-can-i-get-sound-to-play-alongside-a-long-object-in-3d-space-so-non-spherical-falloff/12696 "2016-09-16T01:12:04Z")

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So I have a long object in UE4 and when I attach an FMOD component to it, the sound originates from the center of the object as a sphere. I would like the sound to play along the whole object instead. So the first pic…

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## [Unreal Attenuation Override Not Affecting FMod Events](https://qa.fmod.com/t/unreal-attenuation-override-not-affecting-fmod-events/12684)

<div class="topic-metadata">

**Author:** [@Slaleky](https://qa.fmod.com/u/Slaleky)\
**Replies:** 4\
**Last updated:** [September 15, 2016, 7:30am UTC](https://qa.fmod.com/t/unreal-attenuation-override-not-affecting-fmod-events/12684 "2016-09-15T07:30:51Z")

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Hi, In a current build of a game I’m working on, I’ve created FMod events for various sounds and they’re all working in Unreal with no problems, however the lead designer would like to be able to change things like volu…

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## [Plugin for UE 4.13.x](https://qa.fmod.com/t/plugin-for-ue-4-13-x/12676)

<div class="topic-metadata">

**Author:** [@motorsep](https://qa.fmod.com/u/motorsep)\
**Replies:** 8\
**Last updated:** [September 13, 2016, 12:49am UTC](https://qa.fmod.com/t/plugin-for-ue-4-13-x/12676 "2016-09-13T00:49:11Z")

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UE 4.13 is finally out! May I ask how long before FMOD plugin will be available for 4.13.x ? Thanks beforehand

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## [How does the "Bus Set Fader Level"-node work?](https://qa.fmod.com/t/how-does-the-bus-set-fader-level-node-work/12504)

<div class="topic-metadata">

**Author:** [@Paalo](https://qa.fmod.com/u/Paalo)\
**Replies:** 5\
**Last updated:** [September 11, 2016, 11:56pm UTC](https://qa.fmod.com/t/how-does-the-bus-set-fader-level-node-work/12504 "2016-09-11T23:56:29Z")

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Hi everyone! How do the “Bus Set Fader Level”-nodes in Unreal Engine 4 work? What values are recommended as input values? How do these values affect the fader level in FMOD? It’s pretty unclear so far. Regards, Pablo …

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## [Exposing FMOD Channels in UE4 for UI Hooks](https://qa.fmod.com/t/exposing-fmod-channels-in-ue4-for-ui-hooks/12667)

<div class="topic-metadata">

**Author:** [@SonikSky](https://qa.fmod.com/u/SonikSky)\
**Replies:** 2\
**Last updated:** [September 6, 2016, 5:42pm UTC](https://qa.fmod.com/t/exposing-fmod-channels-in-ue4-for-ui-hooks/12667 "2016-09-06T17:42:54Z")

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Hi, I’m trying to expose parameters and channels to UE4 using both FMOD Studio and UE4. I’m wanting to make a hook for UI, so I can manually change the volume of my FMOD audio channels in UE4 in my game. Also, Is there…

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## [UE4 not reading FMODs distance attenuation...](https://qa.fmod.com/t/ue4-not-reading-fmods-distance-attenuation/12668)

<div class="topic-metadata">

**Author:** [@SonikSky](https://qa.fmod.com/u/SonikSky)\
**Replies:** 1\
**Last updated:** [August 30, 2016, 11:47pm UTC](https://qa.fmod.com/t/ue4-not-reading-fmods-distance-attenuation/12668 "2016-08-30T23:47:35Z")

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Right now I have the FMOD event being played as a component attached to a pawn(vehicle). Now this plays a stereo signal, but even if I change the settings in FMOD, it has no bearing on UE4 in game world. I can get atte…

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## [UE4 game packaged no sound](https://qa.fmod.com/t/ue4-game-packaged-no-sound/12662)

<div class="topic-metadata">

**Author:** [@Ashgard](https://qa.fmod.com/u/Ashgard)\
**Replies:** 2\
**Last updated:** [August 23, 2016, 1:33am UTC](https://qa.fmod.com/t/ue4-game-packaged-no-sound/12662 "2016-08-23T01:33:00Z")

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Hi, I’m working on a project in UE4 but every time I package the game, no sound is being played. I’ve check copying the .dlls in the folders, the master banks as some of the forums suggested but still, no sound. Don’t …

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## [Need libfmodstudio.so complied with support for arm64-v8a](https://qa.fmod.com/t/need-libfmodstudio-so-complied-with-support-for-arm64-v8a/12656)

<div class="topic-metadata">

**Author:** [@eyc](https://qa.fmod.com/u/eyc)\
**Replies:** 2\
**Last updated:** [August 17, 2016, 12:15am UTC](https://qa.fmod.com/t/need-libfmodstudio-so-complied-with-support-for-arm64-v8a/12656 "2016-08-17T00:15:39Z")

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I want to use FMOD with Google Daydream. I’m using UE4 4.12. I’m able to package up the project successfully for arm7 \[aka armeabi-v7a\], but if I try to package with support for arm64 \[aka arm64-v8a\], the Unreal Build To…

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## [Attenuation Setting for notify sound Occlusion](https://qa.fmod.com/t/attenuation-setting-for-notify-sound-occlusion/12642)

<div class="topic-metadata">

**Author:** [@yihoe1](https://qa.fmod.com/u/yihoe1)\
**Replies:** 8\
**Last updated:** [August 16, 2016, 3:08pm UTC](https://qa.fmod.com/t/attenuation-setting-for-notify-sound-occlusion/12642 "2016-08-16T15:08:02Z")

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Hi, I’m trying to make anim notify sounds be affected by occlusion settings. I opened AnimNotify\_FMODPlayEvent (concluded in fmod studio plugin content), And I added a node - ‘Set Attenuation Settings’ - between Play …

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