# Dialogue System and FMOD, Event not Found

**URL:** https://qa.fmod.com/t/dialogue-system-and-fmod-event-not-found/21236
**Category:** Unity
**Tags:** unity
**Created:** [February 13, 2024, 8:21pm UTC](https://qa.fmod.com/t/dialogue-system-and-fmod-event-not-found/21236 "2024-02-13T20:21:26Z")
**Posts on this page:** 2
**Page:** 1

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### Author: ![IvanJQB](https://avatars.discourse-cdn.com/v4/letter/i/a698b9/32.png) [@IvanJQB](https://qa.fmod.com/u/IvanJQB)
#### Post date: [February 13, 2024, 8:21pm UTC](https://qa.fmod.com/t/dialogue-system-and-fmod-event-not-found/21236/1 "2024-02-13T20:21:26Z")

</div>

Hello. After a bit of trial and error, I had to come here for some help. Currently, I’m having problems playing voiceover sounds through the Dialogue System plugin. The error I’m getting is that the Event cannot be found.

I have contacted the developer of the plugin but he sadly didn’t have any solutions and said to try and contact somebody from FMOD. So here I am, asking for some help 🙂

Some information:

- All the sounds are assigned in their Bank
- They have the Streaming Assets selected (was told to do that by the Dialogue System developer)

The error

> EventNotFoundException: [FMOD] Event not found: ‘event:/Npc/Maurice’  
> FMODUnity.RuntimeManager.CreateInstance (System.String path) (at Assets/Plugins/FMOD/src/RuntimeManager.cs:1140)  
> PixelCrushers.DialogueSystem.SequencerCommands.SequencerCommandFMODWait.PlayDialogue (PixelCrushers.DialogueSystem.SequencerCommands.SequencerCommandFMODWait+VoiceData inVoiceData) (at Assets/Pixel Crushers/Dialogue System/Third Party Support/FMOD Support/SequencerCommandFMODWait.cs:78)  
> PixelCrushers.DialogueSystem.SequencerCommands.SequencerCommandFMODWait+d\_\_7.MoveNext () (at Assets/Pixel Crushers/Dialogue System/Third Party Support/FMOD Support/SequencerCommandFMODWait.cs:44)  
> UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) (at \<1d5ae28f5ca3488dbddca7794af65eb1\>:0)

 ![image](https://canada1.discourse-cdn.com/flex036/uploads/fmod/original/2X/c/c56ec50ec3e72a75bef68b145bd08b07127be6d3.png)

I’m also going to quote the developer of the plugin as well

> [@](#):
>
> You may need to run this by the FMOD team. This is all the FMODWait() command is doing, which is pretty much straight from the FMOD Unity API documentation:

> voiceData = new VoiceData();  
> voiceData.key = “Maurice\_1\_1”; // Technically in sequencer command: GetParameter(0);
> 
> eventPath = “event:/Dialogue/Dialogue”; // Technically in sequencer command: GetParameter(1, “event:/Dialogue/Dialogue”);  
> eventInstance = FMODUnity.RuntimeManager.CreateInstance(eventPath);
> 
> // Pin the key string in memory and pass a pointer through the user data  
> voiceDataHandle = GCHandle.Alloc(inVoiceData);  
> eventInstance.setUserData(GCHandle.ToIntPtr(voiceDataHandle));
> 
> eventInstance.setCallback(dialogueCallback);  
> eventInstance.start();  
> eventInstance.release();

---

<div class="post-metadata">

### Author: ![Leah\_FMOD](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/leah_fmod/32/3685_2.png) [@Leah\_FMOD](https://qa.fmod.com/u/Leah_FMOD)
#### Post date: [February 14, 2024, 2:13am UTC](https://qa.fmod.com/t/dialogue-system-and-fmod-event-not-found/21236/2 "2024-02-14T02:13:43Z")

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At a glance, the issue appears to be that the wrong path is being provided when you are trying to create an event instance. The full path of your event is “event:/Npc/Maurice/Maurice dialogue 1”, but the warning indicates that “event:/Npc/Maurice” is what is being provided to FMOD.

I’m not able to tell exactly how `FMODWait()` works without the full source including method signature (feel free to post it here if possible), but I would guess that you’d want to make sure that the full event path is in fact being provided to `FMODWait()`, or that the two arguments are being combined to form the full event path.
