# Unreal Engine

**URL:** https://qa.fmod.com/c/ue4/8.md?page=44

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**Page:** 45

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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)

<div class="topic-metadata">

**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)

<div class="topic-metadata">

**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)

<div class="topic-metadata">

**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)

<div class="topic-metadata">

**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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## [Set up FMOD Studio for UE4 C++](https://qa.fmod.com/t/set-up-fmod-studio-for-ue4-c/12400)

<div class="topic-metadata">

**Author:** [@Cyb3r](https://qa.fmod.com/u/Cyb3r)\
**Replies:** 18\
**Last updated:** [May 31, 2016, 1:08am UTC](https://qa.fmod.com/t/set-up-fmod-studio-for-ue4-c/12400 "2016-05-31T01:08:49Z")

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Hi, I wanted to ask, when I use the UE4-FMOD Plugin, whether it is possible to use it then in the Unreal C++ Project? I followed the tutorial and implemented PrivateDependencyModuleNames.AddRange(new string\[\] { “FMODS…

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## [Unreal 4.11 Audio features](https://qa.fmod.com/t/unreal-4-11-audio-features/12483)

<div class="topic-metadata">

**Author:** [@JesseLyon](https://qa.fmod.com/u/JesseLyon)\
**Replies:** 8\
**Last updated:** [May 24, 2016, 4:53pm UTC](https://qa.fmod.com/t/unreal-4-11-audio-features/12483 "2016-05-24T16:53:56Z")

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Just curious if you guys are planning on supporting any of the new audio features now available in the UE4.11 audio engine… Stereo Spatialization - Stereo spread for 3D world placed stereo emittors Sound Focus - Abilit…

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## [FMOD Event Folder Structure Changes = UE4 Cook Warnings](https://qa.fmod.com/t/fmod-event-folder-structure-changes-ue4-cook-warnings/12492)

<div class="topic-metadata">

**Author:** [@flec8](https://qa.fmod.com/u/flec8)\
**Replies:** 2\
**Last updated:** [May 12, 2016, 3:57pm UTC](https://qa.fmod.com/t/fmod-event-folder-structure-changes-ue4-cook-warnings/12492 "2016-05-12T15:57:47Z")

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We are encountering an issue where if an event is moved within FMOD Studio to a new folder, the integration will not reflect the updated location. The engine reports the asset files as “Missing” and the issue is only det…

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## [Using markers for dialogue interrupt/resume points](https://qa.fmod.com/t/using-markers-for-dialogue-interrupt-resume-points/12488)

<div class="topic-metadata">

**Author:** [@JesseLyon](https://qa.fmod.com/u/JesseLyon)\
**Replies:** 3\
**Last updated:** [May 12, 2016, 3:49pm UTC](https://qa.fmod.com/t/using-markers-for-dialogue-interrupt-resume-points/12488 "2016-05-12T15:49:37Z")

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I’m trying to figure out how to go about setting resume points for dialogue interrupts. For example, say we have one dialogue event that consists of three sentences. If that event were to get interrupted by an attack, …

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## [is it possible make a music player in UE4?](https://qa.fmod.com/t/is-it-possible-make-a-music-player-in-ue4/12485)

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**Author:** [@evehal](https://qa.fmod.com/u/evehal)\
**Replies:** 2\
**Last updated:** [May 10, 2016, 2:47pm UTC](https://qa.fmod.com/t/is-it-possible-make-a-music-player-in-ue4/12485 "2016-05-10T14:47:39Z")

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i mean i can load audio files from disk at runtime(WIN7 64),and play it. is it possible with fmod? c++ or blueprint? any tutorial? thanks for attention

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## [Unreal Audio Visualisation with FMod](https://qa.fmod.com/t/unreal-audio-visualisation-with-fmod/12481)

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**Author:** [@beliar1404](https://qa.fmod.com/u/beliar1404)\
**Replies:** 1\
**Last updated:** [May 6, 2016, 1:50am UTC](https://qa.fmod.com/t/unreal-audio-visualisation-with-fmod/12481 "2016-05-06T01:50:51Z")

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Hi, I’m trying to use built-in functions for sound visualisation in Unreal Engine. There are 2: Calculate Frequency Spectrum and Get Amplitude. Both are taking Sound Wave type and changing it into array of data I can …

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## ["Is Playing" vs Event Lifespans](https://qa.fmod.com/t/is-playing-vs-event-lifespans/12458)

<div class="topic-metadata">

**Author:** [@flec8](https://qa.fmod.com/u/flec8)\
**Replies:** 2\
**Last updated:** [April 27, 2016, 4:05pm UTC](https://qa.fmod.com/t/is-playing-vs-event-lifespans/12458 "2016-04-27T16:05:00Z")

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When a component is played, does the “Is Playing” have anything to do with the audio asset length? For example if one character is speaking and another must speak afterwards and not interrupt, the “Is Playing” function …

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## [Failing to load needed PS4 libs using packaged build in UE4.11](https://qa.fmod.com/t/failing-to-load-needed-ps4-libs-using-packaged-build-in-ue4-11/12454)

<div class="topic-metadata">

**Author:** [@bwalker1981](https://qa.fmod.com/u/bwalker1981)\
**Replies:** 3\
**Last updated:** [April 27, 2016, 2:31am UTC](https://qa.fmod.com/t/failing-to-load-needed-ps4-libs-using-packaged-build-in-ue4-11/12454 "2016-04-27T02:31:41Z")

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I was recently experimenting with making PS4 packages of our UE4 game. When running the built package on the PS4 I noticed I couldn’t get our FMOD effects to play. While looking through the logs I noticed this error: \[…

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## [FMOD Event and Unreal.](https://qa.fmod.com/t/fmod-event-and-unreal/12453)

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**Author:** [@Crocsx](https://qa.fmod.com/u/Crocsx)\
**Replies:** 2\
**Last updated:** [April 22, 2016, 12:23am UTC](https://qa.fmod.com/t/fmod-event-and-unreal/12453 "2016-04-22T00:23:15Z")

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Hello, So I’m on a school project with UE4 ans I work with a sound designer, and he wanted to use FMOD for everything in the game (sounds, dialogues etcetc). I have big troubles with dialogues and FMOD. Basically, I m…

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## [How do I stop PlayerControllers without Pawns being listeners?](https://qa.fmod.com/t/how-do-i-stop-playercontrollers-without-pawns-being-listeners/12438)

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**Author:** [@threefields](https://qa.fmod.com/u/threefields)\
**Replies:** 1\
**Last updated:** [April 21, 2016, 2:24am UTC](https://qa.fmod.com/t/how-do-i-stop-playercontrollers-without-pawns-being-listeners/12438 "2016-04-21T02:24:38Z")

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Hello, Our game has a mode where two players take turns controlling a pawn in a single viewport. This causes a problem for us as FFMODStudioModule::UpdateViewportPosition() creates two listeners, one for each player wi…

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## [Can UDK use Fmod？](https://qa.fmod.com/t/can-udk-use-fmod/12444)

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**Author:** [@kennygabriel](https://qa.fmod.com/u/kennygabriel)\
**Replies:** 4\
**Last updated:** [April 14, 2016, 6:43am UTC](https://qa.fmod.com/t/can-udk-use-fmod/12444 "2016-04-14T06:43:25Z")

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I am working on a game with some friends using the free UDK engine ，how can i use FMOD in my development？

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## [\[Question/Request\] Any plans to utilize 4.11's sound occlusion data?](https://qa.fmod.com/t/question-request-any-plans-to-utilize-4-11s-sound-occlusion-data/12422)

<div class="topic-metadata">

**Author:** [@Flalaski](https://qa.fmod.com/u/Flalaski)\
**Replies:** 4\
**Last updated:** [April 12, 2016, 5:29pm UTC](https://qa.fmod.com/t/question-request-any-plans-to-utilize-4-11s-sound-occlusion-data/12422 "2016-04-12T17:29:12Z")

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So UE4 4.11 Came out today, including a neat ‘sound occlusion’ feature. Do you plan to make use of this feature? to hijack it if you will? :wink: I’m sure it’ll take scrounging through the source first to really find o…

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## [Working of Process Function in fmod\_distance\_filter plugin](https://qa.fmod.com/t/working-of-process-function-in-fmod-distance-filter-plugin/12439)

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**Author:** [@udit034](https://qa.fmod.com/u/udit034)\
**Replies:** 2\
**Last updated:** [April 12, 2016, 8:10am UTC](https://qa.fmod.com/t/working-of-process-function-in-fmod-distance-filter-plugin/12439 "2016-04-12T08:10:51Z")

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I am using FMOD\_UE4\_Tutorials\_Map in Unreal Engine 4 with FMOD 1.07.07 I am modifying the fmod\_distance\_filter sample plugin provided in the API and already added it to the master track associated with an Grenade event …

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## [FMOD Plugin Error - Unreal Editor 4.11.0](https://qa.fmod.com/t/fmod-plugin-error-unreal-editor-4-11-0/12427)

<div class="topic-metadata">

**Author:** [@yihoe1](https://qa.fmod.com/u/yihoe1)\
**Replies:** 6\
**Last updated:** [April 12, 2016, 5:08am UTC](https://qa.fmod.com/t/fmod-plugin-error-unreal-editor-4-11-0/12427 "2016-04-12T05:08:36Z")

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UE 4.11.0 can’t read FMODStudio plugin. Noticing messages below. Message 1 - Plugin missing or incompatible Missing or incompatible modules in FMODStudio plugin - would you like to disable it? You will no longer be ab…

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## [Set a component parameter in a different blueprint](https://qa.fmod.com/t/set-a-component-parameter-in-a-different-blueprint/12402)

<div class="topic-metadata">

**Author:** [@randomwindows](https://qa.fmod.com/u/randomwindows)\
**Replies:** 3\
**Last updated:** [March 31, 2016, 8:36pm UTC](https://qa.fmod.com/t/set-a-component-parameter-in-a-different-blueprint/12402 "2016-03-31T20:36:11Z")

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Is there an easy way to set a parameter of an FMOD component from a different blueprint? i have my main audio system in the level blueprint and also a health system set up in the player character blueprint. i want to tr…

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## [Get Source/Listener positions in FMOD plugin for UE4](https://qa.fmod.com/t/get-source-listener-positions-in-fmod-plugin-for-ue4/12411)

<div class="topic-metadata">

**Author:** [@udit034](https://qa.fmod.com/u/udit034)\
**Replies:** 2\
**Last updated:** [March 29, 2016, 9:35am UTC](https://qa.fmod.com/t/get-source-listener-positions-in-fmod-plugin-for-ue4/12411 "2016-03-29T09:35:05Z")

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I am using FMOD\_UE4\_Tutorials\_Map in Unreal Engine 4 with FMOD 1.07.07 Similar to the fmod\_distance\_filter sample plugin provided in the API, I am trying to write my own plugin that gets source/listener position when a …

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## [One Shot Lifespans not releasing](https://qa.fmod.com/t/one-shot-lifespans-not-releasing/12342)

<div class="topic-metadata">

**Author:** [@JesseLyon](https://qa.fmod.com/u/JesseLyon)\
**Replies:** 6\
**Last updated:** [March 29, 2016, 2:48am UTC](https://qa.fmod.com/t/one-shot-lifespans-not-releasing/12342 "2016-03-29T02:48:48Z")

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Hey guys, this might be a question more suited to the Unreal forum, but thought Id try here as well…we’ve recently noticed that all of the footstep samples in our game (UE4) are not releasing when the sample/event stops …

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## [Using UMG slider to control FMOD Parameters](https://qa.fmod.com/t/using-umg-slider-to-control-fmod-parameters/12389)

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**Author:** [@nickroan](https://qa.fmod.com/u/nickroan)\
**Replies:** 2\
**Last updated:** [March 28, 2016, 11:34pm UTC](https://qa.fmod.com/t/using-umg-slider-to-control-fmod-parameters/12389 "2016-03-28T23:34:32Z")

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I’m having some trouble getting my sliders to control the parameters of an FMOD component. I am in the process of creating a simulated mixing desk, and hope to be able to control various aspects of an FMOD multitrack inc…

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## [FMOD sounds not playing through Rift](https://qa.fmod.com/t/fmod-sounds-not-playing-through-rift/12388)

<div class="topic-metadata">

**Author:** [@eyc](https://qa.fmod.com/u/eyc)\
**Replies:** 3\
**Last updated:** [March 18, 2016, 5:54am UTC](https://qa.fmod.com/t/fmod-sounds-not-playing-through-rift/12388 "2016-03-18T05:54:38Z")

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We migrated over a UE4 4.9 project to UE4 4.10 and tested it on the Rift, music plays though the Rift, but all FMOD sounds play though the default audio device which is usually the user’s headphones, computer speakers, e…

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## [UE 4.10.4 + Fmod 1.08 + Android = fat bitcrushing T\_T](https://qa.fmod.com/t/ue-4-10-4-fmod-1-08-android-fat-bitcrushing-t-t/12371)

<div class="topic-metadata">

**Author:** [@MatLab](https://qa.fmod.com/u/MatLab)\
**Replies:** 6\
**Last updated:** [March 15, 2016, 11:20pm UTC](https://qa.fmod.com/t/ue-4-10-4-fmod-1-08-android-fat-bitcrushing-t-t/12371 "2016-03-15T23:20:00Z")

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Hello everyone! I work on an Android UE4 game projet since 3 months, I use Fmod for it since 1 month and everything was wonderfull… …until I decided to update from Fmod 1.07.05 to the new 1.08. When I play my prototy…

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## [FMOD\_ERR\_NOTREADY](https://qa.fmod.com/t/fmod-err-notready/12347)

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**Author:** [@pwkmikekelly](https://qa.fmod.com/u/pwkmikekelly)\
**Replies:** 6\
**Last updated:** [March 15, 2016, 12:21am UTC](https://qa.fmod.com/t/fmod-err-notready/12347 "2016-03-15T00:21:07Z")

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In our Unreal 4.10.4 game on standalone PC, StudioSystem\[EFMODSystemContext::Runtime\]-\>update() in FFMODStudioModule::Tick will suddenly start returning FMOD\_ERR\_NOTREADY every frame. If the game is exited at that point…

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## [Accessing UE4 level geometry in FMOD Studio Plugin](https://qa.fmod.com/t/accessing-ue4-level-geometry-in-fmod-studio-plugin/12370)

<div class="topic-metadata">

**Author:** [@udit034](https://qa.fmod.com/u/udit034)\
**Replies:** 1\
**Last updated:** [March 12, 2016, 3:28am UTC](https://qa.fmod.com/t/accessing-ue4-level-geometry-in-fmod-studio-plugin/12370 "2016-03-12T03:28:48Z")

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Hi, Is there a way to access the UE4 level geometry information - meaning the environment obstacles, etc in an FMOD Studio plugin in addition to the location and velocities of the source and listener? Thanks, Udit

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## [Combining the UE4 Plugin and low level system](https://qa.fmod.com/t/combining-the-ue4-plugin-and-low-level-system/12362)

<div class="topic-metadata">

**Author:** [@BasV](https://qa.fmod.com/u/BasV)\
**Replies:** 1\
**Last updated:** [March 10, 2016, 11:43pm UTC](https://qa.fmod.com/t/combining-the-ue4-plugin-and-low-level-system/12362 "2016-03-10T23:43:37Z")

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Hi again! I’m having a lot of trouble figuring out what the FMOD Studio plugin for UE4 does on my behalf. I’m using the low-level system to create and play sounds, but some things don’t seem to work: Calling FMOD::Stud…

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## [Set Pitch and Reverb when start level](https://qa.fmod.com/t/set-pitch-and-reverb-when-start-level/12351)

<div class="topic-metadata">

**Author:** [@doraoam](https://qa.fmod.com/u/doraoam)\
**Replies:** 1\
**Last updated:** [March 7, 2016, 11:50pm UTC](https://qa.fmod.com/t/set-pitch-and-reverb-when-start-level/12351 "2016-03-07T23:50:35Z")

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Hello world, I’m trying to set pitch and reverb when the player character enter a trigger but last time when I try this the sound become to silence when player enter a trigger but it should be change pitch of the song. …

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