# Unreal Engine

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

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**Page:** 43

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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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## [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)

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**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)

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**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)

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**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)

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**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)

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**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)

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**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)

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**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)

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**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)

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**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)

<div class="topic-metadata">

**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)

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**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")

</div>

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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