# Unreal Engine

**URL:** https://qa.fmod.com/c/ue4/8.md?page=16

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**Page:** 17

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## [Multiple rooms,ambient audio with FMOD](https://qa.fmod.com/t/multiple-rooms-ambient-audio-with-fmod/19236)

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**Author:** [@fer230694](https://qa.fmod.com/u/fer230694)\
**Replies:** 21\
**Last updated:** [October 12, 2022, 4:08am UTC](https://qa.fmod.com/t/multiple-rooms-ambient-audio-with-fmod/19236 "2022-10-12T04:08:54Z")

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Hi .I have multiple rooms with other sounds. Is there any solution to this, let me explain. Another room has another ambient music and another room has a different one and so on. I did the steps with the other songs b…

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## [Fmod Studio plugin config in UnrealEngine?](https://qa.fmod.com/t/fmod-studio-plugin-config-in-unrealengine/19340)

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**Author:** [@DearMikasa](https://qa.fmod.com/u/DearMikasa)\
**Replies:** 3\
**Last updated:** [October 8, 2022, 1:59am UTC](https://qa.fmod.com/t/fmod-studio-plugin-config-in-unrealengine/19340 "2022-10-08T01:59:48Z")

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Hey guys, i am a programmer and our project is using FMOD Studio plugin to make sound effects,although i‘ve been through the documents about settings ，i still have some confusions.I think it’s not very clear about so…

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## [UE5 - Background music areas stop after 10-20 minutes](https://qa.fmod.com/t/ue5-background-music-areas-stop-after-10-20-minutes/19322)

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**Author:** [@futureport82](https://qa.fmod.com/u/futureport82)\
**Replies:** 3\
**Last updated:** [October 3, 2022, 12:52am UTC](https://qa.fmod.com/t/ue5-background-music-areas-stop-after-10-20-minutes/19322 "2022-10-03T00:52:30Z")

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Hi everyone- I’ve searched for similar issues, but none seem to quite capture my issue. I’m creating a virtual theme park, and as such I need to have a bunch of individual speakers (about 330 in total) that are synchro…

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## [Issues with FMOD packages and uassets in 4.26 NO SOUND](https://qa.fmod.com/t/issues-with-fmod-packages-and-uassets-in-4-26-no-sound/17393)

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**Author:** [@SonikSky](https://qa.fmod.com/u/SonikSky)\
**Replies:** 5\
**Last updated:** [October 2, 2022, 11:45pm UTC](https://qa.fmod.com/t/issues-with-fmod-packages-and-uassets-in-4-26-no-sound/17393 "2022-10-02T23:45:25Z")

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Hi, Since we’ve updated FMOD and UE4 we are running into an issue with all of our builds having no audio due to the FMOD/Uasset issue. Also, UE4 requests to add all of the FMOD events as Uassets, while still also havin…

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## [Has Anyone had any success making Phyiscal Collision Sounds in unreal?](https://qa.fmod.com/t/has-anyone-had-any-success-making-phyiscal-collision-sounds-in-unreal/18925)

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**Author:** [@nubbinownz](https://qa.fmod.com/u/nubbinownz)\
**Replies:** 1\
**Last updated:** [October 2, 2022, 7:44pm UTC](https://qa.fmod.com/t/has-anyone-had-any-success-making-phyiscal-collision-sounds-in-unreal/18925 "2022-10-02T19:44:03Z")

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I’m looking to setup a physical collision system but the project is using FMOD. There are some really handy physical collision sound plugins on the marketplace, but they all use soundcues in their code, and I think that …

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## [A crash occurs when changing the default output device](https://qa.fmod.com/t/a-crash-occurs-when-changing-the-default-output-device/19304)

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**Author:** [@minchul2ya](https://qa.fmod.com/u/minchul2ya)\
**Replies:** 1\
**Last updated:** [September 28, 2022, 4:41am UTC](https://qa.fmod.com/t/a-crash-occurs-when-changing-the-default-output-device/19304 "2022-09-28T04:41:48Z")

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Hi. Unreal Version : 4.27.2 FMOD Plugin Version : 2.02.06 Installing the FMOD plug-in on the Unreal engine and testing as follows will cause a crash. Run the editor. Run the game in the PIE environment. Exit the gam…

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## [Uploading new builds to Steam always replaces all the FMOD data](https://qa.fmod.com/t/uploading-new-builds-to-steam-always-replaces-all-the-fmod-data/19305)

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**Author:** [@zsombor.bencsik](https://qa.fmod.com/u/zsombor.bencsik)\
**Replies:** 1\
**Last updated:** [September 27, 2022, 5:20am UTC](https://qa.fmod.com/t/uploading-new-builds-to-steam-always-replaces-all-the-fmod-data/19305 "2022-09-27T05:20:07Z")

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Uploading new builds to steam should only upload the differences between the two builds making upload sizes pretty small, however, FMOD always counts as a new version even if it didn’t have any changes. 4.27. 2.02.07

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## [Get length of a track only on Event Attached](https://qa.fmod.com/t/get-length-of-a-track-only-on-event-attached/19294)

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**Author:** [@Pavelios](https://qa.fmod.com/u/Pavelios)\
**Replies:** 3\
**Last updated:** [September 26, 2022, 6:05am UTC](https://qa.fmod.com/t/get-length-of-a-track-only-on-event-attached/19294 "2022-09-26T06:05:18Z")

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Hi, I need to get length of a track (simple audio cues with voiceover). Some are played 2D, some are attached. But I fail to find a way to get length of a cue from any other than “Play Event Attached”. Play 2D for exam…

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## [FMOD compatibility with Niagara](https://qa.fmod.com/t/fmod-compatibility-with-niagara/16874)

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**Author:** [@omarNoCode](https://qa.fmod.com/u/omarNoCode)\
**Replies:** 7\
**Last updated:** [September 24, 2022, 11:41am UTC](https://qa.fmod.com/t/fmod-compatibility-with-niagara/16874 "2022-09-24T11:41:39Z")

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Are there any plans for FMOD implementation for Niagara? Our VFX artist has been doing quite a few things in Niagara so it would be great to have FMOD functionality for the sound design, essentially replacing the in bu…

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## [Change ChannelOrder in unreal4](https://qa.fmod.com/t/change-channelorder-in-unreal4/19281)

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**Author:** [@NexonKorea](https://qa.fmod.com/u/NexonKorea)\
**Replies:** 1\
**Last updated:** [September 18, 2022, 11:55pm UTC](https://qa.fmod.com/t/change-channelorder-in-unreal4/19281 "2022-09-18T23:55:04Z")

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I use 7.1.4 channel FMOD sound in Unreal 4. The sound’s FMOD\_CHANNELORDER is FMOD\_CHANNELORDER\_DEFAULT. I want to change this to FMOD\_CHANNELORDER\_WAVEFORMAT. Is there any way?

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## [FMOD - Unreal Callbacks in C++](https://qa.fmod.com/t/fmod-unreal-callbacks-in-c/19261)

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**Author:** [@horacv1](https://qa.fmod.com/u/horacv1)\
**Replies:** 1\
**Last updated:** [September 15, 2022, 2:30am UTC](https://qa.fmod.com/t/fmod-unreal-callbacks-in-c/19261 "2022-09-15T02:30:26Z")

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Hello everyone. I am trying to implement a simple callback in my C++ class. I already implemented the callback in Blueprints, but I want to translate the same system in CPP. I managed to load an FMOD Component and creat…

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## [Cue Fmod Event to play on next bar / beat](https://qa.fmod.com/t/cue-fmod-event-to-play-on-next-bar-beat/19243)

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**Author:** [@jamesbstringer](https://qa.fmod.com/u/jamesbstringer)\
**Replies:** 3\
**Last updated:** [September 9, 2022, 12:31am UTC](https://qa.fmod.com/t/cue-fmod-event-to-play-on-next-bar-beat/19243 "2022-09-09T00:31:54Z")

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Hi there, Within blueprints, I want to cue an fmod event with a key press input and then have it wait to play on the next beat or bar. I’m using ‘On Timeline Beat’ to extract the beat events. I just need to make sure I…

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## [Packaging for Mac - JSON Parse Exception FMODStudio.uplugin](https://qa.fmod.com/t/packaging-for-mac-json-parse-exception-fmodstudio-uplugin/19214)

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**Author:** [@jmccormicksae](https://qa.fmod.com/u/jmccormicksae)\
**Replies:** 2\
**Last updated:** [September 7, 2022, 10:28am UTC](https://qa.fmod.com/t/packaging-for-mac-json-parse-exception-fmodstudio-uplugin/19214 "2022-09-07T10:28:48Z")

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Hey all Just wondering if anyone can help with this. I’m trying to package a game for Mac on UE4.26 with FMOD Studio integration tool 2.02.07. I’ve also tried UE4.27 and 2.02.08. I’ve additionally tried two different ma…

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## [FFMODLocalizedBankTable::Banks is not initialized properly (nullptr already set)](https://qa.fmod.com/t/ffmodlocalizedbanktable-banks-is-not-initialized-properly-nullptr-already-set/19223)

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**Author:** [@Aques](https://qa.fmod.com/u/Aques)\
**Replies:** 5\
**Last updated:** [September 6, 2022, 10:16am UTC](https://qa.fmod.com/t/ffmodlocalizedbanktable-banks-is-not-initialized-properly-nullptr-already-set/19223 "2022-09-06T10:16:44Z")

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Hello! My query is very ergent… I already did the two edits following this guide: ObjectProperty FFMODLocalizedBankTable::Banks is not initialized properly error (not using localization at all) \[UE5\] - #2 by HeavyAs…

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## [FMOD fails to be nativized](https://qa.fmod.com/t/fmod-fails-to-be-nativized/13220)

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**Author:** [@motorsep](https://qa.fmod.com/u/motorsep)\
**Replies:** 8\
**Last updated:** [August 31, 2022, 3:28am UTC](https://qa.fmod.com/t/fmod-fails-to-be-nativized/13220 "2022-08-31T03:28:26Z")

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Bug report. UE4 fails to build a Android (Gear VR) project with FMOD when Blueprint nativization turned on. It seems like FMOD’s issue as projects nativize fine when FMOD is not present.

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## [PixelStreaming Support](https://qa.fmod.com/t/pixelstreaming-support/19078)

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**Author:** [@biblex](https://qa.fmod.com/u/biblex)\
**Replies:** 4\
**Last updated:** [August 30, 2022, 7:03am UTC](https://qa.fmod.com/t/pixelstreaming-support/19078 "2022-08-30T07:03:38Z")

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Hi I am doing PixelStreaming for my project, and i understand that FMOD does not support this at the moment? Is there plans to implement this in the near future? @cameron-fmod

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## [UE5 Crashes When Build in FMOD](https://qa.fmod.com/t/ue5-crashes-when-build-in-fmod/19151)

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**Author:** [@umutcancorakci](https://qa.fmod.com/u/umutcancorakci)\
**Replies:** 1\
**Last updated:** [August 23, 2022, 1:48am UTC](https://qa.fmod.com/t/ue5-crashes-when-build-in-fmod/19151 "2022-08-23T01:48:28Z")

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Hello all. Right after integration and validation process in UE5, I try to build my FMOD project and UE5 crashes instantly. I’ve uninstalled everything, cleared the content folder and even tried with different versions …

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## [How to disconnect FMOD from UE5](https://qa.fmod.com/t/how-to-disconnect-fmod-from-ue5/19154)

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**Author:** [@jspurrier](https://qa.fmod.com/u/jspurrier)\
**Replies:** 1\
**Last updated:** [August 23, 2022, 12:36am UTC](https://qa.fmod.com/t/how-to-disconnect-fmod-from-ue5/19154 "2022-08-23T00:36:05Z")

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So I recently attempted to setup the FMOD integration with UE5 and I went to Help → Validate FMOD then selected a .fspro file. Turns out that it was a backup project file, and the current .fspro file was never checked in…

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## [Misplaced FMOD events when opening a project -"Failed to convert soft path" - Unreal Engine 4.27](https://qa.fmod.com/t/misplaced-fmod-events-when-opening-a-project-failed-to-convert-soft-path-unreal-engine-4-27/19125)

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**Author:** [@Vallynne](https://qa.fmod.com/u/Vallynne)\
**Replies:** 1\
**Last updated:** [August 19, 2022, 7:04am UTC](https://qa.fmod.com/t/misplaced-fmod-events-when-opening-a-project-failed-to-convert-soft-path-unreal-engine-4-27/19125 "2022-08-19T07:04:42Z")

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Hello there. Finally decided to upgrade our project from UE 4.25 to 4.27.2, grabbing latest available FMOD version for Unreal (2.02.07) as well. When opening the project, I will see a bunch of errors appear in output lo…

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## [FMOD Audio for Startup Movies in UE4](https://qa.fmod.com/t/fmod-audio-for-startup-movies-in-ue4/19031)

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**Author:** [@dshodge](https://qa.fmod.com/u/dshodge)\
**Replies:** 2\
**Last updated:** [August 11, 2022, 2:57am UTC](https://qa.fmod.com/t/fmod-audio-for-startup-movies-in-ue4/19031 "2022-08-11T02:57:42Z")

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Hi, I’m trying to figure out the best way to add audio for startup movies in UE4. I could just add the audio to the mp4 video itself which would be ideal in a lot of ways, but then I think it would be using UE4 native au…

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## [How to sync multiple FMOD events in UE4 in a randomized event in FMOD](https://qa.fmod.com/t/how-to-sync-multiple-fmod-events-in-ue4-in-a-randomized-event-in-fmod/19087)

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**Author:** [@MattOwenVirtex](https://qa.fmod.com/u/MattOwenVirtex)\
**Replies:** 2\
**Last updated:** [August 10, 2022, 9:53am UTC](https://qa.fmod.com/t/how-to-sync-multiple-fmod-events-in-ue4-in-a-randomized-event-in-fmod/19087 "2022-08-10T09:53:08Z")

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Hey, I currently have a multi-instrument set up to play a music track randomly. The problem arises when I want the music to play in UE4, but it isn’t in sync. To elaborate… I have 10 events in UE4 all playing this 1 mu…

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## [4.27 Chaos no audio during game?](https://qa.fmod.com/t/4-27-chaos-no-audio-during-game/19102)

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**Author:** [@frankpost](https://qa.fmod.com/u/frankpost)\
**Replies:** 1\
**Last updated:** [August 8, 2022, 10:45pm UTC](https://qa.fmod.com/t/4-27-chaos-no-audio-during-game/19102 "2022-08-08T22:45:14Z")

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Hi Couldnt find a direct answer for this, but is version 4.27-Chaos supported by FMOD? I found 1 post mentioning 4.26 chaos didnt produce any sound, but nothing about 4.27-chaos. I can play the audio component from ins…

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## [Compile/Linker issue in UE5](https://qa.fmod.com/t/compile-linker-issue-in-ue5/19028)

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**Author:** [@smg-stang](https://qa.fmod.com/u/smg-stang)\
**Replies:** 3\
**Last updated:** [August 8, 2022, 1:57am UTC](https://qa.fmod.com/t/compile-linker-issue-in-ue5/19028 "2022-08-08T01:57:32Z")

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Hello, I’m trying to compile a project with Unreal Engine 5 on MacOS 12.4 and getting a linker error: \[12/17\] Link UnrealEditor-FMODStudio.dylib Undefined symbols for architecture x86\_64: "UProjectPackagingSettings::…

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## [Unreal 5.0.2. FMOD version is 2.02.07 - Totally silent during PIE](https://qa.fmod.com/t/unreal-5-0-2-fmod-version-is-2-02-07-totally-silent-during-pie/18813)

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**Author:** [@sunscorchedstudios](https://qa.fmod.com/u/sunscorchedstudios)\
**Replies:** 7\
**Last updated:** [August 6, 2022, 3:22pm UTC](https://qa.fmod.com/t/unreal-5-0-2-fmod-version-is-2-02-07-totally-silent-during-pie/18813 "2022-08-06T15:22:20Z")

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Encountering this issue in Unreal 5.0.2. FMOD version is 2.02.07 Audio plays if opening the event (pressing the play button) in the content browser but totally silent during PIE (ambient sounds, blueprint calls and even…

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## [Can I please receive pdb files?](https://qa.fmod.com/t/can-i-please-receive-pdb-files/19026)

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**Author:** [@ZimaXXX](https://qa.fmod.com/u/ZimaXXX)\
**Replies:** 5\
**Last updated:** [August 1, 2022, 5:59am UTC](https://qa.fmod.com/t/can-i-please-receive-pdb-files/19026 "2022-08-01T05:59:52Z")

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I’ve read several posts on forum regarding banklookup generation warnings but we still encounter this issue. This is a problem because Unreal tends to ask to add newly generated file to the repo and we have 2 dozens of p…

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## [Get/Set playhead time within Programmer Instrument](https://qa.fmod.com/t/get-set-playhead-time-within-programmer-instrument/19000)

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**Author:** [@SoundTek\_Studio](https://qa.fmod.com/u/SoundTek_Studio)\
**Replies:** 6\
**Last updated:** [July 29, 2022, 4:58am UTC](https://qa.fmod.com/t/get-set-playhead-time-within-programmer-instrument/19000 "2022-07-29T04:58:21Z")

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Like I formulated in the topic, my question is, if there is a way to get the time position of the playhead within a programmer instrument (not the Timeline of the Event!)? It gets even a bit more complicated: The progra…

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## [How to set up multiple output formats on one platform (in Engine)](https://qa.fmod.com/t/how-to-set-up-multiple-output-formats-on-one-platform-in-engine/18993)

<div class="topic-metadata">

**Author:** [@SoundTek\_Studio](https://qa.fmod.com/u/SoundTek_Studio)\
**Replies:** 3\
**Last updated:** [July 25, 2022, 5:05am UTC](https://qa.fmod.com/t/how-to-set-up-multiple-output-formats-on-one-platform-in-engine/18993 "2022-07-25T05:05:59Z")

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Continuing the discussion from How to set up multiple output formats on one plattform: Thanks for the answer and solution regarding FMOD Studio, but now I need to know, who to handle that from Code/Engine side: In the …

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## [Banks is not initialized properly - UE5](https://qa.fmod.com/t/banks-is-not-initialized-properly-ue5/18977)

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**Author:** [@chickendipper](https://qa.fmod.com/u/chickendipper)\
**Replies:** 3\
**Last updated:** [July 23, 2022, 8:02pm UTC](https://qa.fmod.com/t/banks-is-not-initialized-properly-ue5/18977 "2022-07-23T20:02:06Z")

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Hi There I have done some searching on the fmod forum for a solution to my issue but im unable to resolve it. I get two warnings on packaging a project (ue5 5.02 - fmod 2.02.07) and it seems to break the build proccess…

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## [Unreal Engine 4.27 doesn't produce sounds from any other bank than the MasterBank](https://qa.fmod.com/t/unreal-engine-4-27-doesnt-produce-sounds-from-any-other-bank-than-the-masterbank/18843)

<div class="topic-metadata">

**Author:** [@misha](https://qa.fmod.com/u/misha)\
**Replies:** 2\
**Last updated:** [July 18, 2022, 5:45am UTC](https://qa.fmod.com/t/unreal-engine-4-27-doesnt-produce-sounds-from-any-other-bank-than-the-masterbank/18843 "2022-07-18T05:45:48Z")

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The FMOD plugin seems to work fine, I have no errors in log but when I tried to separate my sounds to multiple banks for optimization purposes, Unreal doesn’t play them at all. If I move the sound back to MasterBank it w…

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## [Files beign constantly locked by no reason](https://qa.fmod.com/t/files-beign-constantly-locked-by-no-reason/18997)

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**Author:** [@leon.seb](https://qa.fmod.com/u/leon.seb)\
**Replies:** 1\
**Last updated:** [July 18, 2022, 3:42am UTC](https://qa.fmod.com/t/files-beign-constantly-locked-by-no-reason/18997 "2022-07-18T03:42:40Z")

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I’m working in a company which has 30 people working on a UE project. At their end are lockin (github or others) are constantly locking this specific files even if they don’t work with audio at all: AssetLookUp.uasset …

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