# Automatic component deactivation

**URL:** <https://qa.fmod.com/t/automatic-component-deactivation/12992>\
**Category:** Unreal Engine\
**Created:** [February 19, 2017, 5:22pm UTC](https://qa.fmod.com/t/automatic-component-deactivation/12992 "2017-02-19T17:22:39Z")\
**Posts on this page:** 2\
**Page:** 1

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**Author:** ![Frostwoke](https://avatars.discourse-cdn.com/v4/letter/f/8797f3/32.png) [@Frostwoke](https://qa.fmod.com/u/Frostwoke)\
**Post date:** [February 19, 2017, 5:22pm UTC](https://qa.fmod.com/t/automatic-component-deactivation/12992/1 "2017-02-19T17:22:39Z")

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It’s possible to deactivate FMod audio component when the audio end, like is done for UE4 standard audio component? or isn’t required?

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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 20, 2017, 2:03am UTC](https://qa.fmod.com/t/automatic-component-deactivation/12992/2 "2017-02-20T02:03:34Z")

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It isn’t done automatically but if you did want to do that, you could look at using a [callback for when the event is finished/stopped](http://www.fmod.org/documentation/#content/generated/engine_ue4/callbacks.html).
