# Attaching audio files to an asset in UE5

**URL:** <https://qa.fmod.com/t/attaching-audio-files-to-an-asset-in-ue5/21481>\
**Category:** Unreal Engine\
**Created:** [April 10, 2024, 2:58pm UTC](https://qa.fmod.com/t/attaching-audio-files-to-an-asset-in-ue5/21481 "2024-04-10T14:58:15Z")\
**Posts on this page:** 4\
**Page:** 1

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**Author:** ![Shaggy412](https://avatars.discourse-cdn.com/v4/letter/s/f05b48/32.png) [@Shaggy412](https://qa.fmod.com/u/Shaggy412)\
**Post date:** [April 10, 2024, 2:58pm UTC](https://qa.fmod.com/t/attaching-audio-files-to-an-asset-in-ue5/21481/1 "2024-04-10T14:58:15Z")

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Hello! I’ve created an audio bank using Fmod, it made “Events” for me afterwards which contain all of my sound files. I can drag and drop them alright in the project, and they work fine.  
Thing is, I want to attach one of the sound files to an existing asset.  
It’s a pickupable key, I want it to have a sound cue telling the player, that he is close to such an item. How do I do that with these files? I tried typing their names in BPs but it doesn’t recognize them.

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**Author:** ![Connor\_FMOD](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/connor_fmod/32/3685_2.png) [@Connor\_FMOD](https://qa.fmod.com/u/Connor_FMOD)\
**Post date:** [April 11, 2024, 4:10am UTC](https://qa.fmod.com/t/attaching-audio-files-to-an-asset-in-ue5/21481/2 "2024-04-11T04:10:40Z")

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Hi,

It can done in a few ways:

1. Adding an FMOD Audio component to the actor:  
 ![image](https://canada1.discourse-cdn.com/flex036/uploads/fmod/original/2X/0/01bafc5a76c6c3876c874c91906fd43306939f36.png)
2. If you want to play the event via a Blueprint you have a few options:

- [Play Event 2D](https://fmod.com/docs/2.02/unreal/blueprint-reference-common.html#play-event-2d)
- [Play Event At Location](https://fmod.com/docs/2.02/unreal/blueprint-reference-common.html#play-event-at-location)
- [Play Event Attached](https://fmod.com/docs/2.02/unreal/blueprint-reference-common.html#play-event-attached)

Hope this helps!

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**Author:** ![Shaggy412](https://avatars.discourse-cdn.com/v4/letter/s/f05b48/32.png) [@Shaggy412](https://qa.fmod.com/u/Shaggy412)\
**Post date:** [April 12, 2024, 9:53am UTC](https://qa.fmod.com/t/attaching-audio-files-to-an-asset-in-ue5/21481/3 "2024-04-12T09:53:43Z")

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Yes, it did help. Thank you very much 😃

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**Author:** ![Rukayn](https://avatars.discourse-cdn.com/v4/letter/r/e274bd/32.png) [@Rukayn](https://qa.fmod.com/u/Rukayn)\
**Post date:** [May 6, 2025, 1:07pm UTC](https://qa.fmod.com/t/attaching-audio-files-to-an-asset-in-ue5/21481/4 "2025-05-06T13:07:46Z")

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I had the same issue before, and what helped me was organizing everything in a better way outside of UE5 first. I started using one of the [top digital asset management solutions for audio assets](https://www.blueberry-ai.com/blog/digital-asset-management-for-sound-optimizing-audio-assets) to keep files sorted and accessible. That made it easier to link them properly in FMOD without weird path issues or confusion when switching between projects.
