# Audio Visualizer in Unreal using FMOD and Blueprints

**URL:** https://qa.fmod.com/t/audio-visualizer-in-unreal-using-fmod-and-blueprints/15489
**Category:** Unreal Engine
**Created:** [February 25, 2020, 5:44am UTC](https://qa.fmod.com/t/audio-visualizer-in-unreal-using-fmod-and-blueprints/15489 "2020-02-25T05:44:06Z")
**Posts on this page:** 3
**Page:** 1

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### Author: ![Perseus3248](https://avatars.discourse-cdn.com/v4/letter/p/8baadc/32.png) [@Perseus3248](https://qa.fmod.com/u/Perseus3248)
#### Post date: [February 25, 2020, 5:44am UTC](https://qa.fmod.com/t/audio-visualizer-in-unreal-using-fmod-and-blueprints/15489/1 "2020-02-25T05:44:06Z")

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So me and a couple of my friends are working on a game in unreal and we want to have an audio visualizer in game. I’m completely new to FMOD and I only just figured out how to make looping music so the simpler the solution, the better :D. We’re using blueprints and we reeeeeally don’t want to use c++… Is there a way to do this with only blueprints?

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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: [February 27, 2020, 4:31am UTC](https://qa.fmod.com/t/audio-visualizer-in-unreal-using-fmod-and-blueprints/15489/2 "2020-02-27T04:31:56Z")

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At this point there isn’t a way to get into the Core API through blueprints, only the Studio API, and that is where all the information you need to make a visulizer is.

As an example:

> [@Getting spectrum of master channel in Unity...](https://qa.fmod.com/t/getting-spectrum-of-master-channel-in-unity/12579/2):
>
> Here’s an example I wrote but never included in the docs due to lack of polish using System; using UnityEngine; using System.Runtime.InteropServices; class ScriptUsageLowLevel : MonoBehaviour { FMOD.Studio.EventInstance musicInstance; FMOD.DSP fft; LineRenderer lineRenderer; const int WindowSize = 1024; void Start() { lineRenderer = gameObject.AddComponent\<LineRenderer\>(); lineRenderer.SetVertexCount(WindowSize); lineRenderer.SetWidth(…

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### Author: ![Perseus3248](https://avatars.discourse-cdn.com/v4/letter/p/8baadc/32.png) [@Perseus3248](https://qa.fmod.com/u/Perseus3248)
#### Post date: [February 27, 2020, 4:48am UTC](https://qa.fmod.com/t/audio-visualizer-in-unreal-using-fmod-and-blueprints/15489/3 "2020-02-27T04:48:27Z")

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thanks so much for taking the time to help, but unfortunately i’m kinda stuck only using blueprints, so that won’t work for me, but thank so much for trying to help!
