# Unreal Engine

**URL:** https://qa.fmod.com/c/ue4/8.md?no_subcategories=false&page=43

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

**Page:** 44

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## [UE 4.12 and Fmod on Mac/iOS](https://qa.fmod.com/t/ue-4-12-and-fmod-on-mac-ios/12613)

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**Author:** [@ultramatrix](https://qa.fmod.com/u/ultramatrix)\
**Replies:** 3\
**Last updated:** [August 16, 2016, 7:06am UTC](https://qa.fmod.com/t/ue-4-12-and-fmod-on-mac-ios/12613 "2016-08-16T07:06:12Z")

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Hello and have a nice day. I download fmod plugin for UE 4.12 and “tutorial completed project”. I have compiled “fmod tutorial project” on ios. In Unreal Engine Editor sound works, but compiled app on iOS silents… I d…

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## [After few minutes sound muted on iOS](https://qa.fmod.com/t/after-few-minutes-sound-muted-on-ios/12584)

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**Author:** [@gameDNAstudio](https://qa.fmod.com/u/gameDNAstudio)\
**Replies:** 5\
**Last updated:** [August 16, 2016, 6:32am UTC](https://qa.fmod.com/t/after-few-minutes-sound-muted-on-ios/12584 "2016-08-16T06:32:28Z")

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Hi, I found a bug in plugin for UE4 on iOS platform. After few minutes (it’s random time) of playing on iOS, sound is suddenly muted. Restarting game doesn’t help… Only running other application with sound and then agai…

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## [Sounds outside of UE4 Blueprints](https://qa.fmod.com/t/sounds-outside-of-ue4-blueprints/12634)

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**Author:** [@Micha](https://qa.fmod.com/u/Micha)\
**Replies:** 2\
**Last updated:** [August 16, 2016, 2:38am UTC](https://qa.fmod.com/t/sounds-outside-of-ue4-blueprints/12634 "2016-08-16T02:38:08Z")

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Hi! We are making a VR game with UE4, FMOD Studio and the HTC Vive, which has these handheld controllers that also appear in the VR world as virtual versions. The game specific funtionality of these virtual controllers…

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## [Get Bus/ChannelGroup Output Amplitude](https://qa.fmod.com/t/get-bus-channelgroup-output-amplitude/12648)

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**Author:** [@DennyR](https://qa.fmod.com/u/DennyR)\
**Replies:** 5\
**Last updated:** [August 15, 2016, 8:23am UTC](https://qa.fmod.com/t/get-bus-channelgroup-output-amplitude/12648 "2016-08-15T08:23:59Z")

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Hey, I am working on a small prototype in Unreal Engine and I am trying to get access to the mixer/bus output volumes in c++ for some visualization effects. Basically I want to access these values: All I seem to get a…

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## [Failed to open Master Bank in Package, PC, UE4.12.5](https://qa.fmod.com/t/failed-to-open-master-bank-in-package-pc-ue4-12-5/12631)

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**Author:** [@patrick\_hc](https://qa.fmod.com/u/patrick_hc)\
**Replies:** 1\
**Last updated:** [August 8, 2016, 4:29am UTC](https://qa.fmod.com/t/failed-to-open-master-bank-in-package-pc-ue4-12-5/12631 "2016-08-08T04:29:19Z")

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HI There, My bank is good when running (play) in editor. But it also generate the error below when playing. Please notice “LogFMOD:Error:” below. Also, the bank doesn’t work in packaged game. Please kindly help on it, t…

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## [Horrible performance on mobile](https://qa.fmod.com/t/horrible-performance-on-mobile/12635)

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**Author:** [@gameDNAstudio](https://qa.fmod.com/u/gameDNAstudio)\
**Replies:** 3\
**Last updated:** [August 8, 2016, 12:22am UTC](https://qa.fmod.com/t/horrible-performance-on-mobile/12635 "2016-08-08T00:22:40Z")

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I noticed horrible performance on mobile: both Android and iOS. Without any playing events, FMOD takes 7-10% CPU! With 5 events at the same time it increases to 25-30% CPU time… Tested devices: iPhone 6 and NVIDIA Shie…

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## [Mixer/Reverb Snapshot UE4 Integration not working.](https://qa.fmod.com/t/mixer-reverb-snapshot-ue4-integration-not-working/12558)

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**Author:** [@MikePatterson](https://qa.fmod.com/u/MikePatterson)\
**Replies:** 7\
**Last updated:** [July 27, 2016, 7:02am UTC](https://qa.fmod.com/t/mixer-reverb-snapshot-ue4-integration-not-working/12558 "2016-07-27T07:02:23Z")

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Hello, and thank you for taking the time to read this! I really do appreciate it :slight\_smile: TL;DR: I can’t get Fmod Studio’s reverb snapshots to work correctly in Unreal Engine 4; the reverb tail is consistently cut…

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## [FMOD Bank Loaded Status (UE4)](https://qa.fmod.com/t/fmod-bank-loaded-status-ue4/12543)

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**Author:** [@flec8](https://qa.fmod.com/u/flec8)\
**Replies:** 3\
**Last updated:** [July 27, 2016, 7:01am UTC](https://qa.fmod.com/t/fmod-bank-loaded-status-ue4/12543 "2016-07-27T07:01:04Z")

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Is there currently a way to check if a bank is loaded? For example: On volume overlap if Bank A not loaded then load Bank A else do nothing I have a situation where a bank load including sample data causes noticeable …

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## [FMOD Stops building when upgrading from 4.12.4 to 4.12.5](https://qa.fmod.com/t/fmod-stops-building-when-upgrading-from-4-12-4-to-4-12-5/12595)

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**Author:** [@TornadoTwins](https://qa.fmod.com/u/TornadoTwins)\
**Replies:** 4\
**Last updated:** [July 27, 2016, 6:56am UTC](https://qa.fmod.com/t/fmod-stops-building-when-upgrading-from-4-12-4-to-4-12-5/12595 "2016-07-27T06:56:49Z")

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Hey FMOD-friends. Once I finally got FMOD to cook our game, I had to upgrade to 4.12.5 and the party starts all over again. This time, it can’t find files that are clearly there. Here’s a screenshot: I also have tr…

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## [Workflow using Oculus Spatializer for Gear VR - how ?](https://qa.fmod.com/t/workflow-using-oculus-spatializer-for-gear-vr-how/12604)

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**Author:** [@motorsep](https://qa.fmod.com/u/motorsep)\
**Replies:** 2\
**Last updated:** [July 21, 2016, 4:24am UTC](https://qa.fmod.com/t/workflow-using-oculus-spatializer-for-gear-vr-how/12604 "2016-07-21T04:24:03Z")

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I finally was able to get Oculus’ FMOD plugin working with UE4 and FMOD Studio/Plugin following these instructions: http://www.fmod.org/questions/question/oculus-audio-sdk-plugin-for-fmod-android-can-not-be-found-or-cras…

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## [FMOD Oculus Spatializer (potential) bug](https://qa.fmod.com/t/fmod-oculus-spatializer-potential-bug/12607)

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**Author:** [@motorsep](https://qa.fmod.com/u/motorsep)\
**Replies:** 2\
**Last updated:** [July 21, 2016, 1:21am UTC](https://qa.fmod.com/t/fmod-oculus-spatializer-potential-bug/12607 "2016-07-21T01:21:43Z")

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Here is my setup, per FMOD’s official training videos: https://www.youtube.com/watch?v=Z5L7wDc8MOI If I use Oculus Spatializer, no matter what I do, 3D scatterer sound stops playing shortly after I press play in the Ev…

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## [FMOD fails too cook on Mac (libfmodL.dylib was in manifest but was not produced)](https://qa.fmod.com/t/fmod-fails-too-cook-on-mac-libfmodl-dylib-was-in-manifest-but-was-not-produced/12599)

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**Author:** [@TornadoTwins](https://qa.fmod.com/u/TornadoTwins)\
**Replies:** 6\
**Last updated:** [July 20, 2016, 3:49am UTC](https://qa.fmod.com/t/fmod-fails-too-cook-on-mac-libfmodl-dylib-was-in-manifest-but-was-not-produced/12599 "2016-07-20T03:49:59Z")

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I’ve got our game to build on Windows, but on Mac it’s still a hard-stop. Pretty early in the cooking process too. Below a copy of the manifest. Any help would be greatly appreciated! Efraim MainFrameActions: Packagin…

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## [Scatterer sound doesn't seem to loop in UE4](https://qa.fmod.com/t/scatterer-sound-doesnt-seem-to-loop-in-ue4/12588)

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**Author:** [@motorsep](https://qa.fmod.com/u/motorsep)\
**Replies:** 3\
**Last updated:** [July 20, 2016, 2:30am UTC](https://qa.fmod.com/t/scatterer-sound-doesnt-seem-to-loop-in-ue4/12588 "2016-07-20T02:30:48Z")

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In FMOD Studio I added scatterer sound to sound event, added loop region to it. It seems to play looped in FMOD Studio, but in the game it only plays once (the length of the scatterer sound) and does not loop :confused: …

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## [UE4 Android and 64 bit builds](https://qa.fmod.com/t/ue4-android-and-64-bit-builds/12597)

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**Author:** [@gameDNAstudio](https://qa.fmod.com/u/gameDNAstudio)\
**Replies:** 2\
**Last updated:** [July 15, 2016, 3:09pm UTC](https://qa.fmod.com/t/ue4-android-and-64-bit-builds/12597 "2016-07-15T15:09:43Z")

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Hi, I tried to build my game with 64 bit enable and FMOD plugin turned on. I changed armeabi-v7a folder name to arm64-v8a and start packaging. I received following error: MainFrameActions: Packaging (Android (ASTC)):…

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## [How to turn on low latency playback on Android (UE4)?](https://qa.fmod.com/t/how-to-turn-on-low-latency-playback-on-android-ue4/12589)

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**Author:** [@motorsep](https://qa.fmod.com/u/motorsep)\
**Replies:** 3\
**Last updated:** [July 14, 2016, 10:24pm UTC](https://qa.fmod.com/t/how-to-turn-on-low-latency-playback-on-android-ue4/12589 "2016-07-14T22:24:19Z")

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I was checking debug logs from Gear VR (Android) play session and I see that low latency audio is off for FMOD. How do I turn it on? (I am using UE4 FMOD plugin) Thanks beforehand

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## [UE 4.11.2: crashes due to Unhandled Exception errors](https://qa.fmod.com/t/ue-4-11-2-crashes-due-to-unhandled-exception-errors/12554)

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**Author:** [@Zelotos](https://qa.fmod.com/u/Zelotos)\
**Replies:** 7\
**Last updated:** [July 14, 2016, 9:00am UTC](https://qa.fmod.com/t/ue-4-11-2-crashes-due-to-unhandled-exception-errors/12554 "2016-07-14T09:00:17Z")

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Hi there! I’ve experienced a number of crashes in UE the other day. The crashes seem to have been caused by FMOD, so I’d like to ask if any of the error messages below are familiar to anyone here and how you would deal w…

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## [Exposing plugin-parameter to UE without creating specific FMOD parameter](https://qa.fmod.com/t/exposing-plugin-parameter-to-ue-without-creating-specific-fmod-parameter/12560)

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**Author:** [@SamBoulton146](https://qa.fmod.com/u/SamBoulton146)\
**Replies:** 1\
**Last updated:** [July 13, 2016, 2:01am UTC](https://qa.fmod.com/t/exposing-plugin-parameter-to-ue-without-creating-specific-fmod-parameter/12560 "2016-07-13T02:01:06Z")

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Hi All, I can’t quite describe what I want to do in the title without using the word parameter twice but bare with me. Ok, so I have an FMOD project that I am boosting select frequencies with a narrow-Q EQ to create di…

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## [Low-level sound occlusion](https://qa.fmod.com/t/low-level-sound-occlusion/12564)

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**Author:** [@BasV](https://qa.fmod.com/u/BasV)\
**Replies:** 1\
**Last updated:** [July 7, 2016, 1:15am UTC](https://qa.fmod.com/t/low-level-sound-occlusion/12564 "2016-07-07T01:15:47Z")

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Hi! I’m looking to implement sound occlusion for low-level sounds. I’ve seen this: http://www.fmod.org/documentation/#content/generated/engine\_ue4/occlusion.html But since I’m not working with events, this won’t work …

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## [Installing both Mac & PC Plugins in one Repository](https://qa.fmod.com/t/installing-both-mac-pc-plugins-in-one-repository/12561)

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**Author:** [@TornadoTwins](https://qa.fmod.com/u/TornadoTwins)\
**Replies:** 2\
**Last updated:** [July 5, 2016, 6:08am UTC](https://qa.fmod.com/t/installing-both-mac-pc-plugins-in-one-repository/12561 "2016-07-05T06:08:47Z")

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Hi! We’re using Perforce to sync our UE4 game repo across the team. Some use Macs, some use PCs. The FMod plugin files seem slightly different, in the fact that the Mac plugin has iOS/Mac folders and the PC version ha…

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## [AHDSR Transition not working in UE4](https://qa.fmod.com/t/ahdsr-transition-not-working-in-ue4/12555)

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**Author:** [@sbnewsom](https://qa.fmod.com/u/sbnewsom)\
**Replies:** 1\
**Last updated:** [July 1, 2016, 3:34am UTC](https://qa.fmod.com/t/ahdsr-transition-not-working-in-ue4/12555 "2016-07-01T03:34:37Z")

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I’m working bare-bones to learn the ropes here. So I have two loop regions with two event sounds with proper sounds within. I have two markers appropriately named with transition regions in each loop that transition into…

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## [Beat syncing in between 1-2-3-4](https://qa.fmod.com/t/beat-syncing-in-between-1-2-3-4/12550)

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**Author:** [@finndave](https://qa.fmod.com/u/finndave)\
**Replies:** 2\
**Last updated:** [June 29, 2016, 6:30am UTC](https://qa.fmod.com/t/beat-syncing-in-between-1-2-3-4/12550 "2016-06-29T06:30:31Z")

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Hey, I have a blueprint that triggers events on the main beats of 1-2-3-4. But say I want to trigger something in between those beats so it would be 1-&-2-&-3-&-4. OnTimelineBeat seems to only print out 1-2-3-4, so is…

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## [Feature request: event instances as blueprint data type (variable)](https://qa.fmod.com/t/feature-request-event-instances-as-blueprint-data-type-variable/12244)

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**Author:** [@Zelotos](https://qa.fmod.com/u/Zelotos)\
**Replies:** 3\
**Last updated:** [June 28, 2016, 2:11am UTC](https://qa.fmod.com/t/feature-request-event-instances-as-blueprint-data-type-variable/12244 "2016-06-28T02:11:27Z")

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My team is using a game instance in UE4, which needs to stop all currently playing FMOD events at a given time, for example when the player dies or when a new level is opened. As such, we’re looking for a way to efficien…

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## [Event don't play on mac](https://qa.fmod.com/t/event-dont-play-on-mac/12523)

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**Author:** [@beliar1404](https://qa.fmod.com/u/beliar1404)\
**Replies:** 8\
**Last updated:** [June 27, 2016, 12:02pm UTC](https://qa.fmod.com/t/event-dont-play-on-mac/12523 "2016-06-27T12:02:40Z")

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Hi, I have PC project integrated with FMod. Everything is working fine but when I open project on Mac events not playing anymore. Both systems have the right plugin version, I can see and play events in the content bro…

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## [Android Lifecycle in Blueprint Project](https://qa.fmod.com/t/android-lifecycle-in-blueprint-project/12533)

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**Author:** [@Tomavatars](https://qa.fmod.com/u/Tomavatars)\
**Replies:** 7\
**Last updated:** [June 23, 2016, 12:27am UTC](https://qa.fmod.com/t/android-lifecycle-in-blueprint-project/12533 "2016-06-23T00:27:33Z")

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Hey there. I have absolutely no clues of how to suspend Fmod on Android when going back from game to home (even looking to the documentation about lifecycle). I’m working on a 4.11 UE4 project, from binaries (don’t eve…

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## [FMOD ASIO UE4 integration: sound works in FMod but not in Unreal](https://qa.fmod.com/t/fmod-asio-ue4-integration-sound-works-in-fmod-but-not-in-unreal/12537)

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**Author:** [@jarofmnms](https://qa.fmod.com/u/jarofmnms)\
**Replies:** 1\
**Last updated:** [June 20, 2016, 9:50pm UTC](https://qa.fmod.com/t/fmod-asio-ue4-integration-sound-works-in-fmod-but-not-in-unreal/12537 "2016-06-20T21:50:53Z")

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Here’s the situation FMod and UE4 are working together. in WASAPI (shared audio mode) everything is great. Sound works 100%. When I switch to ASIO audio in Fmod preferences (using ASIO4ALL drivers), the sound works…

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## [Is FMOD Working with URE 4.12.1?](https://qa.fmod.com/t/is-fmod-working-with-ure-4-12-1/12522)

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**Author:** [@Disc0rdant-Studios](https://qa.fmod.com/u/Disc0rdant-Studios)\
**Replies:** 2\
**Last updated:** [June 17, 2016, 12:30am UTC](https://qa.fmod.com/t/is-fmod-working-with-ure-4-12-1/12522 "2016-06-17T00:30:11Z")

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A developer is sending me a project and I just need to know if my FMOD plugin will work with this version.

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## [OnEventStopped on FMODAudioComponent spams when changing component event and playing.](https://qa.fmod.com/t/oneventstopped-on-fmodaudiocomponent-spams-when-changing-component-event-and-playing/12528)

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**Author:** [@MugenCity](https://qa.fmod.com/u/MugenCity)\
**Replies:** 1\
**Last updated:** [June 14, 2016, 4:00am UTC](https://qa.fmod.com/t/oneventstopped-on-fmodaudiocomponent-spams-when-changing-component-event-and-playing/12528 "2016-06-14T04:00:12Z")

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Hello, The bindings to the OnEventStoppped delegate on the FMOD actor component will spam any events bound to it if an event has been played from the component, the component’s event is changed and play is then called o…

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## [Deploying on Android](https://qa.fmod.com/t/deploying-on-android/11901)

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**Author:** [@geoff](https://qa.fmod.com/u/geoff)\
**Replies:** 6\
**Last updated:** [June 10, 2016, 12:32am UTC](https://qa.fmod.com/t/deploying-on-android/11901 "2016-06-10T00:32:49Z")

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Here is the information on how to deploy on Android platforms with UE4 version 4.7.

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## [Deployment for Android in UE 4.11](https://qa.fmod.com/t/deployment-for-android-in-ue-4-11/12494)

<div class="topic-metadata">

**Author:** [@gameDNAstudio](https://qa.fmod.com/u/gameDNAstudio)\
**Replies:** 7\
**Last updated:** [June 10, 2016, 12:29am UTC](https://qa.fmod.com/t/deployment-for-android-in-ue-4-11/12494 "2016-06-10T00:29:40Z")

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Hi, how can I package project with FMOD plugin for Android in UE 4.11? This documentation is outdated: http://www.fmod.org/documentation/#content/generated/engine\_ue4/deployment.html In UE 4.11 CopyPluginLibs function…

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## [Ship Android with Keystore : Proguard warning (UE4 4.10.4 / Fmod 1.8)](https://qa.fmod.com/t/ship-android-with-keystore-proguard-warning-ue4-4-10-4-fmod-1-8/12526)

<div class="topic-metadata">

**Author:** [@Tomavatars](https://qa.fmod.com/u/Tomavatars)\
**Replies:** 5\
**Last updated:** [June 10, 2016, 12:20am UTC](https://qa.fmod.com/t/ship-android-with-keystore-proguard-warning-ue4-4-10-4-fmod-1-8/12526 "2016-06-10T00:20:57Z")

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Hey there. I really need help to be able to ship my game on Google play. I had a lot of problems with UE4, but now I feel that I’m close to a good result. Anyway it still doesn’t work and the package stops when I have …

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