# Do I need to call update every frame?

**URL:** <https://qa.fmod.com/t/do-i-need-to-call-update-every-frame/15472>\
**Category:** Unreal Engine\
**Created:** [February 18, 2020, 4:09pm UTC](https://qa.fmod.com/t/do-i-need-to-call-update-every-frame/15472 "2020-02-18T16:09:10Z")\
**Posts on this page:** 3\
**Page:** 1

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**Author:** ![MarsAstro](https://avatars.discourse-cdn.com/v4/letter/m/da6949/32.png) [@MarsAstro](https://qa.fmod.com/u/MarsAstro)\
**Post date:** [February 18, 2020, 4:09pm UTC](https://qa.fmod.com/t/do-i-need-to-call-update-every-frame/15472/1 "2020-02-18T16:09:10Z")

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Hello! I’m trying to do some metering for volume levels on an event instance. I have some code that feels to me like it should work, but it only ever outputs 0.0 for all rmslevel channels.

I found this old topic:

> [@No Information from getMeteringInfo](https://qa.fmod.com/t/no-information-from-getmeteringinfo/11747):
>
> So I’m trying to get the volume of a sound using getMeteringInfo, and am just getting no data. I’ve been following this example: [http://52.88.2.202/questions/question/microphone-input-playback](http://52.88.2.202/questions/question/microphone-input-playback) but have not actuall been able to get any information back (i.e. it’s all zeros). Here’s my code: When the sound is created: //eventually, I'm going to be recording a sound, but I'm trying to get it working first on //just a normal sine wave that I know the expected value for memset(&m\_exinfo, 0…

I tried to find a way to call FMOD::System::update every frame (as the post implies to be the issue), seemingly I needed to do something called low level API initialization. However, all the examples I found used code that did not exist/compile with my FMOD plugin version.

So, I’m wondering, does the Unreal Integration for the FMOD plugin automatically call FMOD::System::update every frame, or is it something I have to do manually with C++ code? For the record, I have a project in the Studio tool and the banks successfully import into the Unreal project and playing events makes sound and is properly spatialized/attenuated.

If I do need to called FMOD::System::update every frame manually for getMeteringInfo to work properly, could someone point me towards a more up to date example of how I do this in UE 4.22 with FMOD Studio 2.00.03?

EDIT: I found an updated guide here [https://www.fmod.com/resources/documentation-ue4?version=2.0&page=user-guide.html#programming-with-the-fmod-studio-c-api](https://www.fmod.com/resources/documentation-ue4?version=2.0&page=user-guide.html#programming-with-the-fmod-studio-c-api)

I’m now able to successfully call update on the studio system every frame, but it doesn’t seem to help. Any other ideas?

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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:** [February 25, 2020, 4:40am UTC](https://qa.fmod.com/t/do-i-need-to-call-update-every-frame/15472/2 "2020-02-25T04:40:47Z")

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You should not need to call update as the integration will take care of this.

I would check all you calls to FMOD, they should return an `FMOD_RESULT` which can tell you if something is going wrong.

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<div class="post-metadata">

**Author:** ![MarsAstro](https://avatars.discourse-cdn.com/v4/letter/m/da6949/32.png) [@MarsAstro](https://qa.fmod.com/u/MarsAstro)\
**Post date:** [March 4, 2020, 3:20pm UTC](https://qa.fmod.com/t/do-i-need-to-call-update-every-frame/15472/3 "2020-03-04T15:20:03Z")

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Okay, I figured it out!

I was setting metering enabled on the DSP before FMOD studio was properly loaded, so the getMeteringInfo resulted in a bad command. Having the metering enabled function return a bool indicating success and retrying until it was true solved the issue.
