# Ambient Zones Switch

**URL:** https://qa.fmod.com/t/ambient-zones-switch/18967
**Category:** Unreal Engine
**Created:** [July 1, 2022, 2:15pm UTC](https://qa.fmod.com/t/ambient-zones-switch/18967 "2022-07-01T14:15:03Z")
**Posts on this page:** 2
**Page:** 1

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### Author: ![Agent47Bucuk](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/agent47bucuk/32/3660_2.png) [@Agent47Bucuk](https://qa.fmod.com/u/Agent47Bucuk)
#### Post date: [July 1, 2022, 2:15pm UTC](https://qa.fmod.com/t/ambient-zones-switch/18967/1 "2022-07-01T14:15:03Z")

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Hi All! I’m “new” to Unreal Engine and FMOD, and I’m trying to learn some basics.

According to my plan, I created a level where houses and a forest descend into a deep mine. Using trigger boxes and assigning the FMOD labeled parameter to the trigger box, for ambient switch. But the Mine sound didn’t stop when I return to the forest or the forest sound didn’t stops when I return to the mine. By the way, I’m trying to do this without any snapshots etc. I’m just “trying” using Trigger boxes and Blueprints for this. I probably failed to understand the Blueprints part. Can anyone help me to understand this? Please.

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### Author: ![SoundTek\_Studio](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/soundtek_studio/32/3395_2.png) [@SoundTek\_Studio](https://qa.fmod.com/u/SoundTek_Studio)
#### Post date: [July 14, 2022, 9:36am UTC](https://qa.fmod.com/t/ambient-zones-switch/18967/2 "2022-07-14T09:36:36Z")

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Hi there,  
did you use conditions defined by the labeled parameter to tell the FMOD instruments when to trigger?  
If yes, can you share a screenshot from your FMOD event and the parameter and conditions?
