# Blueprint setup for door sounds ?

**URL:** https://qa.fmod.com/t/blueprint-setup-for-door-sounds/12749
**Category:** Unreal Engine
**Created:** [October 14, 2016, 4:39pm UTC](https://qa.fmod.com/t/blueprint-setup-for-door-sounds/12749 "2016-10-14T16:39:19Z")
**Posts on this page:** 2
**Page:** 1

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### Author: ![motorsep](https://avatars.discourse-cdn.com/v4/letter/m/ba8739/32.png) [@motorsep](https://qa.fmod.com/u/motorsep)
#### Post date: [October 14, 2016, 4:39pm UTC](https://qa.fmod.com/t/blueprint-setup-for-door-sounds/12749/1 "2016-10-14T16:39:19Z")

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I have a BP actor “door” where I need to have start sound, movement sound, stop sound and re-trigger sound (when door gets blocked and rolls back, this sound would play).

What would general BP setup look like ?

Would I just make short, non-looping sounds for start and stop and re-trigger sounds and simply let them play till they finish while playing looped movement sound?

How would I stop / cut looping movement sound in BP ? (this way I can use same movement sound for tall doors and for small hatches)

Thanks beforehand

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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: [October 21, 2016, 5:41am UTC](https://qa.fmod.com/t/blueprint-setup-for-door-sounds/12749/2 "2016-10-21T05:41:35Z")

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There are a few ways you could set up your doors, it all depends on what is going to fit best with your event/s in FMOD Studio.  
Generally you will want to have a FMODAudio Component, this will remove the need to create an instance, that you can then control ( eg. play, stop, set parameter, set property).
