# Control FMOD volume inside UE4?

**URL:** <https://qa.fmod.com/t/control-fmod-volume-inside-ue4/14109>\
**Category:** Unreal Engine\
**Created:** [September 19, 2018, 2:11pm UTC](https://qa.fmod.com/t/control-fmod-volume-inside-ue4/14109 "2018-09-19T14:11:48Z")\
**Posts on this page:** 3\
**Page:** 1

<div class="post-metadata">

**Author:** ![Vu5e](https://avatars.discourse-cdn.com/v4/letter/v/22d042/32.png) [@Vu5e](https://qa.fmod.com/u/Vu5e)\
**Post date:** [September 19, 2018, 2:11pm UTC](https://qa.fmod.com/t/control-fmod-volume-inside-ue4/14109/1 "2018-09-19T14:11:48Z")

</div>

Hello communities of FMOD, I wanted to ask how do expose or control the FMOD studio volume so you can use it inside the UE4.

What I wanted is that there’s 2 slider which control the BGM and SFX:  
Lets call it :-  
SFX Volume :--------------------------------  
BGM Volume :-----------------------------------

But how do you want to expose the FMOD studio volume to UE4 then?  
Anyone got tutorial on it?

---

<div class="post-metadata">

**Author:** ![richard\_simms](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/richard_simms/32/261_2.png) [@richard\_simms](https://qa.fmod.com/u/richard_simms)\
**Post date:** [September 21, 2018, 2:07am UTC](https://qa.fmod.com/t/control-fmod-volume-inside-ue4/14109/2 "2018-09-21T02:07:53Z")

</div>

Hi Muhamad,

The best practice for this sort of behaviour is to use VCAs.

[https://www.fmod.com/resources/documentation-studio?page=/mixing.html#vcas](https://www.fmod.com/resources/documentation-studio?page=/mixing.html#vcas)

You can then expose the VCA to the user and use the VCASet Volume blueprint to set the volume based on the user input.

Thanks,  
Richard

---

<div class="post-metadata">

**Author:** ![Vu5e](https://avatars.discourse-cdn.com/v4/letter/v/22d042/32.png) [@Vu5e](https://qa.fmod.com/u/Vu5e)\
**Post date:** [September 23, 2018, 9:43am UTC](https://qa.fmod.com/t/control-fmod-volume-inside-ue4/14109/3 "2018-09-23T09:43:08Z")

</div>

> [@](#):
>
> Hi Muhamad,
> 
> The best practice for this sort of behaviour is to use VCAs.
> 
> [https://www.fmod.com/resources/documentation-studio?page=/mixing.html#vcas](https://www.fmod.com/resources/documentation-studio?page=/mixing.html#vcas)
> 
> You can then expose the VCA to the user and use the VCASet Volume blueprint to set the volume based on the user input.
> 
> Thanks,  
> Richard

Hi Richard,

Thank you very much with your advice. It works as intended now.
