# Unreal Engine

**URL:** https://qa.fmod.com/c/ue4/8.md?no_subcategories=false&page=45

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**Page:** 46

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## [sscanf warning](https://qa.fmod.com/t/sscanf-warning/12319)

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**Author:** [@pwkmikekelly](https://qa.fmod.com/u/pwkmikekelly)\
**Replies:** 4\
**Last updated:** [February 22, 2016, 12:21am UTC](https://qa.fmod.com/t/sscanf-warning/12319 "2016-02-22T00:21:02Z")

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FYI, 1.07.07 has this build warning: FMODStudio\\Source\\FMODStudioEditor\\Private\\FMODStudioEditorModule.cpp(433): warning C4996: ‘sscanf’: This function or variable may be unsafe. Consider using sscanf\_s instead. To disa…

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## [Low level system usage in UE4](https://qa.fmod.com/t/low-level-system-usage-in-ue4/12315)

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**Author:** [@BasV](https://qa.fmod.com/u/BasV)\
**Replies:** 3\
**Last updated:** [February 21, 2016, 11:08am UTC](https://qa.fmod.com/t/low-level-system-usage-in-ue4/12315 "2016-02-21T11:08:26Z")

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Hi! I’m using the latest version of FMOD Studio for UE4, and specifically the low-level functionality in C++. I’m practically re-creating the user\_created\_sound.cpp example in a C++ class to test how everything works, …

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## [Unreal 4.10.2, playing from code fails randomly](https://qa.fmod.com/t/unreal-4-10-2-playing-from-code-fails-randomly/12296)

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**Author:** [@davor](https://qa.fmod.com/u/davor)\
**Replies:** 5\
**Last updated:** [February 16, 2016, 6:19am UTC](https://qa.fmod.com/t/unreal-4-10-2-playing-from-code-fails-randomly/12296 "2016-02-16T06:19:35Z")

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I’m implementing some weapon shooting mechanics from code. At some point, I’d like to play fmod event for weapon fire. I have a UPROPERTY reference UFMODEvent\* FireSound; I call UFMODBlueprintStatics::PlayEventAttach…

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## [Cannot play FMOD events in package build](https://qa.fmod.com/t/cannot-play-fmod-events-in-package-build/12248)

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**Author:** [@34bigthings](https://qa.fmod.com/u/34bigthings)\
**Replies:** 4\
**Last updated:** [February 16, 2016, 4:49am UTC](https://qa.fmod.com/t/cannot-play-fmod-events-in-package-build/12248 "2016-02-16T04:49:53Z")

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Hi, I’ve done all the deployment stuff required for make FMOD works. I’ve put FMOD source inside my game project so I can debug it. In editor all works, but if I debug a Development game version (with coocked content)…

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## [Need help getting spatial audio to play in UE4 via FMOD using the Occulus SDK or 3Dception](https://qa.fmod.com/t/need-help-getting-spatial-audio-to-play-in-ue4-via-fmod-using-the-occulus-sdk-or-3dception/12282)

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**Author:** [@HamishCamilleri](https://qa.fmod.com/u/HamishCamilleri)\
**Replies:** 4\
**Last updated:** [February 8, 2016, 3:09am UTC](https://qa.fmod.com/t/need-help-getting-spatial-audio-to-play-in-ue4-via-fmod-using-the-occulus-sdk-or-3dception/12282 "2016-02-08T03:09:09Z")

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Hi hoping someone can help me. Going crazy trying to get my audio in game to play in UE4 using events in FMOD with either the Oculus or 3Dception plugin attached. In the UE4 details panel when I hit play it plays fine b…

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## [Change pitch on many events - Request : Parameters Matrix - Global Parameters](https://qa.fmod.com/t/change-pitch-on-many-events-request-parameters-matrix-global-parameters/12290)

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**Author:** [@Tomavatars](https://qa.fmod.com/u/Tomavatars)\
**Replies:** 1\
**Last updated:** [February 8, 2016, 2:13am UTC](https://qa.fmod.com/t/change-pitch-on-many-events-request-parameters-matrix-global-parameters/12290 "2016-02-08T02:13:43Z")

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Hello there. Fmod Version : 1.7.5 Ue4 : 10.2 I’m trying to change the pitch of many different events at the same time. It seems I can’t do it with Snapshot as it only allows for mixing changes (I don’t want to use th…

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## [Unreal 4.8.1 is not packaging the new FMOD 4.8 plugin for content-only projects](https://qa.fmod.com/t/unreal-4-8-1-is-not-packaging-the-new-fmod-4-8-plugin-for-content-only-projects/11966)

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**Author:** [@tensai](https://qa.fmod.com/u/tensai)\
**Replies:** 3\
**Last updated:** [February 7, 2016, 11:13pm UTC](https://qa.fmod.com/t/unreal-4-8-1-is-not-packaging-the-new-fmod-4-8-plugin-for-content-only-projects/11966 "2016-02-07T23:13:07Z")

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My team and I are trying to push a build of the game we are working on out to the Play Store for testing. Sadly, whenever we launch or build the game we are still getting the following error: “Plugin FMODStudio failed t…

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## [FMOD PS4 Deployment - Failed allocating while loading banks](https://qa.fmod.com/t/fmod-ps4-deployment-failed-allocating-while-loading-banks/12289)

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**Author:** [@ProspectGames](https://qa.fmod.com/u/ProspectGames)\
**Replies:** 2\
**Last updated:** [February 5, 2016, 1:41pm UTC](https://qa.fmod.com/t/fmod-ps4-deployment-failed-allocating-while-loading-banks/12289 "2016-02-05T13:41:30Z")

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Output log: https://www.dropbox.com/s/mefwbxny13k7r0h/FmodFailedAlloc.txt?dl=0 Good afternoon, Following the steps in This Link and ensuring that we’ve followed all of the steps in This Link and ensuring that the FMOD …

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## ["Failed allocating" errors](https://qa.fmod.com/t/failed-allocating-errors/12108)

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**Author:** [@zacs](https://qa.fmod.com/u/zacs)\
**Replies:** 6\
**Last updated:** [February 5, 2016, 3:54am UTC](https://qa.fmod.com/t/failed-allocating-errors/12108 "2016-02-05T03:54:17Z")

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We’re seeing a significant number of errors on PS4, mostly in the form of: Failed allocating e:\\jk\\workspace\\Build\_\_1.6rel\_\_UE4Libs\_PS4\\lowlevel\_api\\src\\fmod\_output\_software.cpp line 307. Wanted 76888 bytes, current …

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## [Bank not included in the cooked project? - Failed to load strings bank,  Failed to open file bank in packaged project](https://qa.fmod.com/t/bank-not-included-in-the-cooked-project-failed-to-load-strings-bank-failed-to-open-file-bank-in-packaged-project/12288)

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**Author:** [@adrianlazar](https://qa.fmod.com/u/adrianlazar)\
**Replies:** 2\
**Last updated:** [February 5, 2016, 3:11am UTC](https://qa.fmod.com/t/bank-not-included-in-the-cooked-project-failed-to-load-strings-bank-failed-to-open-file-bank-in-packaged-project/12288 "2016-02-05T03:11:09Z")

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Hello, I’m having the following errors in the WIN 32 or 64 packaged project (log file): Warning: Failed to load strings bank: …/…/…/PlanetAlpha31/Content/FMOD/Desktop/Master Bank.strings.bank Error: c:\\jk\\workspace\\Bu…

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## [Is it possible to trigger an sustain point cue from a blueprint?](https://qa.fmod.com/t/is-it-possible-to-trigger-an-sustain-point-cue-from-a-blueprint/12278)

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**Author:** [@finndave](https://qa.fmod.com/u/finndave)\
**Replies:** 1\
**Last updated:** [February 1, 2016, 5:15am UTC](https://qa.fmod.com/t/is-it-possible-to-trigger-an-sustain-point-cue-from-a-blueprint/12278 "2016-02-01T05:15:35Z")

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Is it possible to trigger an sustain point cue from a blueprint? Or do I need to do it in C++? I found something called “Event Instance Trigger Cue” but I’m not sure how it’s supposed to work or if it is meant to do wha…

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## [Using FMOD events in UE4 Dialogue Wave/Voice components](https://qa.fmod.com/t/using-fmod-events-in-ue4-dialogue-wave-voice-components/12191)

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**Author:** [@JesseLyon](https://qa.fmod.com/u/JesseLyon)\
**Replies:** 4\
**Last updated:** [February 1, 2016, 12:39am UTC](https://qa.fmod.com/t/using-fmod-events-in-ue4-dialogue-wave-voice-components/12191 "2016-02-01T00:39:48Z")

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We’re setting up some dialogue conversations using the Dialogue Wave and Voice components in UE4, but unfortunately they will only accept UE4 Sound Waves, not FMOD Events. Obviously we would like to keep all of our dia…

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## [Procedural Audio in UE4](https://qa.fmod.com/t/procedural-audio-in-ue4/12249)

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**Author:** [@skeletim](https://qa.fmod.com/u/skeletim)\
**Replies:** 4\
**Last updated:** [January 31, 2016, 12:23am UTC](https://qa.fmod.com/t/procedural-audio-in-ue4/12249 "2016-01-31T00:23:25Z")

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Looking through documentation, I can see how one could create procedural audio, but once an audio file is created, I want it to play on an object, but from I can tell, I believe I need it to play using PlayEventAtLocatio…

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## [FMOD 1.7.5 + UE4 4.10 + Oculus SDK 1.0.0+ support](https://qa.fmod.com/t/fmod-1-7-5-ue4-4-10-oculus-sdk-1-0-0-support/12260)

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**Author:** [@jumbli](https://qa.fmod.com/u/jumbli)\
**Replies:** 2\
**Last updated:** [January 22, 2016, 11:23pm UTC](https://qa.fmod.com/t/fmod-1-7-5-ue4-4-10-oculus-sdk-1-0-0-support/12260 "2016-01-22T23:23:37Z")

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Hi, Do you have any plans to support the proper release of the Oculus audio sdk v 1.0.0+ in your UE4 integrations. It’s been out a long time now. Were there major changes in Oculus Audio SDK that are causing problems. I…

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## [Fmod working with Matinee?](https://qa.fmod.com/t/fmod-working-with-matinee/12241)

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**Author:** [@Nic\_2](https://qa.fmod.com/u/Nic_2)\
**Replies:** 6\
**Last updated:** [January 20, 2016, 11:27pm UTC](https://qa.fmod.com/t/fmod-working-with-matinee/12241 "2016-01-20T23:27:56Z")

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Is there any solution, to integrate sound via Fmod in Matinee?

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## [UE 4.10 and C++:  Additionnal help on module and header dependencies.](https://qa.fmod.com/t/ue-4-10-and-c-additionnal-help-on-module-and-header-dependencies/12255)

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**Author:** [@narc](https://qa.fmod.com/u/narc)\
**Replies:** 3\
**Last updated:** [January 20, 2016, 11:15pm UTC](https://qa.fmod.com/t/ue-4-10-and-c-additionnal-help-on-module-and-header-dependencies/12255 "2016-01-20T23:15:04Z")

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Hello. Simply following Programming with the FMOD Studio C++ API page, I’m having problems including the right files for using the C++ API in UE4. I am using the full FMOD tutorial project to which I add a C++ class of…

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## [FMOD Events assigned to Sound Class / Ambient Volumes](https://qa.fmod.com/t/fmod-events-assigned-to-sound-class-ambient-volumes/11750)

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**Author:** [@jordan\_ellipsis1](https://qa.fmod.com/u/jordan_ellipsis1)\
**Replies:** 6\
**Last updated:** [January 20, 2016, 12:25am UTC](https://qa.fmod.com/t/fmod-events-assigned-to-sound-class-ambient-volumes/11750 "2016-01-20T00:25:23Z")

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Hi there, I often work with ambient volumes not only to apply reverb, but to control sound attenuation within specific areas. To achieve this in UE4 you must first create a custom Sound Class, and make sure you check ‘A…

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## [Controlling inbuilt UE4 audio volume with FMOD mixer](https://qa.fmod.com/t/controlling-inbuilt-ue4-audio-volume-with-fmod-mixer/12254)

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**Author:** [@geoff](https://qa.fmod.com/u/geoff)\
**Replies:** 1\
**Last updated:** [January 20, 2016, 12:09am UTC](https://qa.fmod.com/t/controlling-inbuilt-ue4-audio-volume-with-fmod-mixer/12254 "2016-01-20T00:09:20Z")

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We recommend using FMOD Studio exclusively for audio, however it is possible to play inbuilt UE4 audio side-by-side. The inbuilt UE4 audio doesn’t go through FMOD Studio mix bus heirarchy, so it isn’t able to be control…

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## [Localisation/Subtitles in UE4](https://qa.fmod.com/t/localisation-subtitles-in-ue4/12246)

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**Author:** [@Slipperhero](https://qa.fmod.com/u/Slipperhero)\
**Replies:** 6\
**Last updated:** [January 19, 2016, 4:53pm UTC](https://qa.fmod.com/t/localisation-subtitles-in-ue4/12246 "2016-01-19T16:53:08Z")

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Hi folks, I’m considering using FMOD for a new project, and am curious as to how existing users are handling subtitles and localisation for dialogue. Obviously UE’s native audio engine has the in-built Dialogue Wave and…

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## [Using Programmer Sounds in addition to the plugin](https://qa.fmod.com/t/using-programmer-sounds-in-addition-to-the-plugin/12230)

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**Author:** [@Erasio](https://qa.fmod.com/u/Erasio)\
**Replies:** 3\
**Last updated:** [January 11, 2016, 1:14am UTC](https://qa.fmod.com/t/using-programmer-sounds-in-addition-to-the-plugin/12230 "2016-01-11T01:14:20Z")

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Hey, I’m trying to implement Programmer Sounds in addition to use mostly the BP integration, though I’m running into some massive issues. Frankly I have no idea how to access the FMOD plugin via C++ code and how to add…

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## [FMOD folder not showing up in the Unreal project contents folder.](https://qa.fmod.com/t/fmod-folder-not-showing-up-in-the-unreal-project-contents-folder/12229)

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**Author:** [@james29d](https://qa.fmod.com/u/james29d)\
**Replies:** 4\
**Last updated:** [January 8, 2016, 5:42am UTC](https://qa.fmod.com/t/fmod-folder-not-showing-up-in-the-unreal-project-contents-folder/12229 "2016-01-08T05:42:16Z")

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I’m new to unreal engine and FMOD, I’ve been following a tutorial which says I need to save a folder named FMOD in the “content” folder in my unreal project. Every time I do this, the folder doesn’t show up. What’s the s…

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## [Loading delay exceeded](https://qa.fmod.com/t/loading-delay-exceeded/12228)

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**Author:** [@Bryn1](https://qa.fmod.com/u/Bryn1)\
**Replies:** 5\
**Last updated:** [January 7, 2016, 6:13am UTC](https://qa.fmod.com/t/loading-delay-exceeded/12228 "2016-01-07T06:13:49Z")

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I’m experiencing a bad hitch in our game. At the point of the hitch, I get a lot of these: \[2016.01.06-20.18.23:029\]\[753\]LogFMOD:Warning: …\\src\\fmod\_playback\_instrument.cpp(1084) - Loading delay exceeded, sound may …

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## [How does 'Find Event by Name' work?](https://qa.fmod.com/t/how-does-find-event-by-name-work/12217)

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**Author:** [@shagia](https://qa.fmod.com/u/shagia)\
**Replies:** 3\
**Last updated:** [January 5, 2016, 12:06am UTC](https://qa.fmod.com/t/how-does-find-event-by-name-work/12217 "2016-01-05T00:06:19Z")

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Hey there! I feel as if this is kind of a noob question, but today I’ve been making a blueprint that shows what last item you’ve physically picked up, and in audio, I’ve seemed to have run into a misconception. The retu…

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## [Reverb as a parameter in UE4](https://qa.fmod.com/t/reverb-as-a-parameter-in-ue4/12218)

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**Author:** [@concrete\_buffalo](https://qa.fmod.com/u/concrete_buffalo)\
**Replies:** 1\
**Last updated:** [January 4, 2016, 7:15am UTC](https://qa.fmod.com/t/reverb-as-a-parameter-in-ue4/12218 "2016-01-04T07:15:41Z")

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Hi, I can’t seem to get this working. I have a UE4 BP that triggers reverb when a collision box is entered. Every Tick, UE4 checks to see if the player is inside the collision space and if so calculates the distance be…

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## [Playing a song and accessing its spectrum data](https://qa.fmod.com/t/playing-a-song-and-accessing-its-spectrum-data/12212)

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**Author:** [@Weaver](https://qa.fmod.com/u/Weaver)\
**Replies:** 1\
**Last updated:** [December 21, 2015, 9:59am UTC](https://qa.fmod.com/t/playing-a-song-and-accessing-its-spectrum-data/12212 "2015-12-21T09:59:56Z")

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Hi guys, I know this is an incredibly noobish question so I hope you’re patient with me - I just cannot find the resources on this. I am using UE4 and I have the fmod plugin installed. Ideally using blueprints, I wante…

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## [FMOD folder not showing up in Unreal 4.9](https://qa.fmod.com/t/fmod-folder-not-showing-up-in-unreal-4-9/12198)

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**Author:** [@boogiepop](https://qa.fmod.com/u/boogiepop)\
**Replies:** 2\
**Last updated:** [December 20, 2015, 11:52pm UTC](https://qa.fmod.com/t/fmod-folder-not-showing-up-in-unreal-4-9/12198 "2015-12-20T23:52:11Z")

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Using: Unreal Engine 4.9.1 Fmod version 1.07.03 Unreal integration: fmodstudio10610ue4.9win64 As I was typing this out I realized that it is most likely a two fold question. I cannot get the fmod folder to show up…

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## [set random seed to get different random each playthru?](https://qa.fmod.com/t/set-random-seed-to-get-different-random-each-playthru/12200)

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**Author:** [@kalbers](https://qa.fmod.com/u/kalbers)\
**Replies:** 2\
**Last updated:** [December 16, 2015, 1:01pm UTC](https://qa.fmod.com/t/set-random-seed-to-get-different-random-each-playthru/12200 "2015-12-16T13:01:24Z")

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I have some music with randomization in fmod. It plays randomly in the fmod studio editor, but in UE4 it always picks the same sounds each time the level is played. Maybe I need to set the random seed in something like t…

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## [Issues with not all parameters changing from BP.](https://qa.fmod.com/t/issues-with-not-all-parameters-changing-from-bp/12188)

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**Author:** [@Flalaski](https://qa.fmod.com/u/Flalaski)\
**Replies:** 7\
**Last updated:** [December 9, 2015, 3:47am UTC](https://qa.fmod.com/t/issues-with-not-all-parameters-changing-from-bp/12188 "2015-12-09T03:47:51Z")

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LAST EDIT: CHECK ALL POSSIBLE RELATING BLUEPRINTS EVERYBODY. Edit: I’m on UE4.10, and FMOD Studio 1.07.03 Hi there! I have a Footstep event which is working great. However I have two Sends on the master: forest IR, an…

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## [Hearing Compressor pumping on Master Bus after updating to 1.07.03/UE4.10](https://qa.fmod.com/t/hearing-compressor-pumping-on-master-bus-after-updating-to-1-07-03-ue4-10/12161)

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**Author:** [@JesseLyon](https://qa.fmod.com/u/JesseLyon)\
**Replies:** 7\
**Last updated:** [December 8, 2015, 11:28pm UTC](https://qa.fmod.com/t/hearing-compressor-pumping-on-master-bus-after-updating-to-1-07-03-ue4-10/12161 "2015-12-08T23:28:55Z")

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We have just upgraded to UE4.10 and FMOD 1.07.03, and Im hearing a compressor pumping on the Master without any compressor actually being present on that bus. I did have one enabled some time ago before we updated, but …

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## [UE4 Loading delay exceeded warnings](https://qa.fmod.com/t/ue4-loading-delay-exceeded-warnings/12162)

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**Author:** [@JesseLyon](https://qa.fmod.com/u/JesseLyon)\
**Replies:** 3\
**Last updated:** [November 27, 2015, 4:10pm UTC](https://qa.fmod.com/t/ue4-loading-delay-exceeded-warnings/12162 "2015-11-27T16:10:25Z")

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Ive been noticing the following error spamming in the UE4 Output Dialog window recently… LogFMOD:Warning: d:\\jk\\workspace\\Build\_\_1.7\_\_UE4Libs\_Win\\studio\_api\\src\\fmod\_playback\_instrument.cpp(1109) - Loading delay exceede…

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