# Dialogue System Q.

**URL:** <https://qa.fmod.com/t/dialogue-system-q/12530>\
**Category:** FMOD Studio\
**Created:** [June 10, 2016, 10:27pm UTC](https://qa.fmod.com/t/dialogue-system-q/12530 "2016-06-10T22:27:35Z")\
**Posts on this page:** 2\
**Page:** 1

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**Author:** ![s.krntz](https://avatars.discourse-cdn.com/v4/letter/s/dec6dc/32.png) [@s.krntz](https://qa.fmod.com/u/s.krntz)\
**Post date:** [June 10, 2016, 10:27pm UTC](https://qa.fmod.com/t/dialogue-system-q/12530/1 "2016-06-10T22:27:35Z")

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Can someone help me further understand the programmer sound example provided in the examples project for FMOD v.1.08.02 (Character folder \> Radio folder \> Command Event) as it relates to callback systems for swapping lines of dialogue? In the example, it looks like the programmer sound requires a placeholder .ogg file in order for the VO Sidechain modulator to drive the parameter.

If that is the case, then how come I’m not able to drag a .wav file from an audio table to the placeholder if I want to change the dialogue for the programmer sound in the event?

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**Author:** ![geoff](https://avatars.discourse-cdn.com/v4/letter/g/a3d4f5/32.png) [@geoff](https://qa.fmod.com/u/geoff)\
**Post date:** [June 17, 2016, 4:14am UTC](https://qa.fmod.com/t/dialogue-system-q/12530/2 "2016-06-17T04:14:17Z")

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As you mentioned, the sound in Studio is merely a placeholder. It is the runtime code that determines the actual sound that is played. There is an “programmer\_sound.cpp” example that shows C++ code that provides a sound for the given event.
