# Can FMOD trigger execute in UE5 blueprint?

**URL:** <https://qa.fmod.com/t/can-fmod-trigger-execute-in-ue5-blueprint/18514>\
**Category:** Unreal Engine\
**Created:** [March 14, 2022, 10:20pm UTC](https://qa.fmod.com/t/can-fmod-trigger-execute-in-ue5-blueprint/18514 "2022-03-14T22:20:43Z")\
**Posts on this page:** 5\
**Page:** 1

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**Author:** ![robbie222](https://avatars.discourse-cdn.com/v4/letter/r/6a8cbe/32.png) [@robbie222](https://qa.fmod.com/u/robbie222)\
**Post date:** [March 14, 2022, 10:20pm UTC](https://qa.fmod.com/t/can-fmod-trigger-execute-in-ue5-blueprint/18514/1 "2022-03-14T22:20:43Z")

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Hello, we are trying to implement anti lag / backfires / exhaust explosions to our vehicles in UE5.

We created a backfire event that plays a sound from a Multi instrument and at the same time we are triggering a Niagara particles effect (flames). So far the result doesn’t match expectations.

I am wondering if it’s possible that a multi instrument from FMOD can trigger a execute in blueprints so that we can connect that with particles system. Right now blueprints logic trigger both fmod and particles.

What would be the best way to sync the sounds with particles?

References for what we are trying to achieve:

[![](https://img.youtube.com/vi/Vi-N-5CbLEQ/maxresdefault.jpg "How to Spit Flames in Gran Turismo 7") ](https://www.youtube.com/watch?v=Vi-N-5CbLEQ)

[![](https://img.youtube.com/vi/NxYKgw9PYYE/maxresdefault.jpg "RELEASE - Gintani F1 Aventador Soundmod (Gintani SVJ and SV) | Pops and Bangs, Hi-Pitch F1 Exhaust") ](https://www.youtube.com/watch?v=NxYKgw9PYYE)

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**Author:** ![Alcibiade](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/alcibiade/32/4284_2.png) [@Alcibiade](https://qa.fmod.com/u/Alcibiade)\
**Post date:** [March 14, 2022, 10:27pm UTC](https://qa.fmod.com/t/can-fmod-trigger-execute-in-ue5-blueprint/18514/2 "2022-03-14T22:27:46Z")

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You can use fmod callbacks to know in UE when a sound has been triggered and sync something on it. However, if your logic actually triggers both the sound and the particle system, they should be synced, so what’s the problem exactly?

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**Author:** ![robbie222](https://avatars.discourse-cdn.com/v4/letter/r/6a8cbe/32.png) [@robbie222](https://qa.fmod.com/u/robbie222)\
**Post date:** [March 14, 2022, 10:48pm UTC](https://qa.fmod.com/t/can-fmod-trigger-execute-in-ue5-blueprint/18514/3 "2022-03-14T22:48:00Z")

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Thank you! 🙂

They are synced however we found that setting logic in Fmod gives better trigger result. Would it be possible to also read intensity/volume of random sounds to sync particles intensity parameters with them?

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**Author:** ![Alcibiade](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/alcibiade/32/4284_2.png) [@Alcibiade](https://qa.fmod.com/u/Alcibiade)\
**Post date:** [March 14, 2022, 11:13pm UTC](https://qa.fmod.com/t/can-fmod-trigger-execute-in-ue5-blueprint/18514/4 "2022-03-14T23:13:16Z")

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I don’t think so, but you could retrieve the name of the sound playing, which you could associate with a data table in UE with info you want (there’s probably other ways of doing that, though).

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**Author:** ![elci27](https://avatars.discourse-cdn.com/v4/letter/e/71e660/32.png) [@elci27](https://qa.fmod.com/u/elci27)\
**Post date:** [February 1, 2025, 6:38pm UTC](https://qa.fmod.com/t/can-fmod-trigger-execute-in-ue5-blueprint/18514/5 "2025-02-01T18:38:57Z")

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@robbie222 were you able to do this?
