# Assign FMOD Event to Sound Class in UE4

**URL:** <https://qa.fmod.com/t/assign-fmod-event-to-sound-class-in-ue4/14148>\
**Category:** FMOD Studio\
**Created:** [October 18, 2018, 3:17am UTC](https://qa.fmod.com/t/assign-fmod-event-to-sound-class-in-ue4/14148 "2018-10-18T03:17:40Z")\
**Posts on this page:** 4\
**Page:** 1

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**Author:** ![dassoop](https://avatars.discourse-cdn.com/v4/letter/d/f9ae1b/32.png) [@dassoop](https://qa.fmod.com/u/dassoop)\
**Post date:** [October 18, 2018, 3:17am UTC](https://qa.fmod.com/t/assign-fmod-event-to-sound-class-in-ue4/14148/1 "2018-10-18T03:17:40Z")

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Is there a way to set the Sound Classes for FMOD Events that I’m missing? I’ve looked in all the conventional places and can’t find it. Thank you!

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**Author:** ![cameron-fmod](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/cameron-fmod/32/261_2.png) [@cameron-fmod](https://qa.fmod.com/u/cameron-fmod)\
**Post date:** [October 23, 2018, 2:10am UTC](https://qa.fmod.com/t/assign-fmod-event-to-sound-class-in-ue4/14148/2 "2018-10-23T02:10:58Z")

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The FMOD events don’t interact with the UE4 Sound classes at all.  
What is it that you are wanting to do?

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**Author:** ![dassoop](https://avatars.discourse-cdn.com/v4/letter/d/f9ae1b/32.png) [@dassoop](https://qa.fmod.com/u/dassoop)\
**Post date:** [October 23, 2018, 5:17pm UTC](https://qa.fmod.com/t/assign-fmod-event-to-sound-class-in-ue4/14148/3 "2018-10-23T17:17:39Z")

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To control ducking of Ambient Sounds from FMOD events with Gun Fire noises from Unreal Sound Components

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**Author:** ![cameron-fmod](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/cameron-fmod/32/261_2.png) [@cameron-fmod](https://qa.fmod.com/u/cameron-fmod)\
**Post date:** [October 24, 2018, 3:11am UTC](https://qa.fmod.com/t/assign-fmod-event-to-sound-class-in-ue4/14148/4 "2018-10-24T03:11:20Z")

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> [@](#):
>
> To control ducking of Ambient Sounds from FMOD events with Gun Fire noises from Unreal Sound Components

There i any automatic connection between them, although you could manually make a system for this.

You could possibly do this using parameters to control the volume of the events and drive them from the in-game volume or lifetime of the Unreal Sound Components.
