# Assigning different FMOD sounds to Phyical materials

**URL:** <https://qa.fmod.com/t/assigning-different-fmod-sounds-to-phyical-materials/11988>\
**Category:** FMOD Studio\
**Created:** [July 16, 2015, 4:01am UTC](https://qa.fmod.com/t/assigning-different-fmod-sounds-to-phyical-materials/11988 "2015-07-16T04:01:11Z")\
**Posts on this page:** 2\
**Page:** 1

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**Author:** ![Monte](https://avatars.discourse-cdn.com/v4/letter/m/b77776/32.png) [@Monte](https://qa.fmod.com/u/Monte)\
**Post date:** [July 16, 2015, 4:01am UTC](https://qa.fmod.com/t/assigning-different-fmod-sounds-to-phyical-materials/11988/1 "2015-07-16T04:01:11Z")

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I recently came across this

[http://52.88.2.202/questions/question/cant-select-my-events](http://52.88.2.202/questions/question/cant-select-my-events)

And I thought I had nailed it, but not quite unfortunately. I need a little guidance.

So this the blueprint I have so far

 ![enter image description here](http://i1301.photobucket.com/albums/ag115/Andrew_Monte/steps%20location_zpsqj1ezqbd.png)

This allows me to trigger .wav or sound Cue’s when running on different materials  
As u can see in the select node I have explosions set when I run on grass etc.

In that thread it mentioned using “play event attached” I tried inserting this node in many different combinations, but I am a audio engineer and this kind of thing is new to me.

I need a newbie guide to place the links etc.

Any help would be much appreciated!  
regards Andrew

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<div class="post-metadata">

**Author:** ![Monte](https://avatars.discourse-cdn.com/v4/letter/m/b77776/32.png) [@Monte](https://qa.fmod.com/u/Monte)\
**Post date:** [July 16, 2015, 4:09am UTC](https://qa.fmod.com/t/assigning-different-fmod-sounds-to-phyical-materials/11988/2 "2015-07-16T04:09:51Z")

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![enter image description here](http://i1301.photobucket.com/albums/ag115/Andrew_Monte/sound_zpscd0q8a8e.png)

The actual FMOD sound I wan’t attached
