# 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:** 1\
**Showing post:** 2

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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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