# Ducking other playable characters bus when one is possessed

**URL:** <https://qa.fmod.com/t/ducking-other-playable-characters-bus-when-one-is-possessed/14914>\
**Category:** Unreal Engine\
**Created:** [August 4, 2019, 7:29pm UTC](https://qa.fmod.com/t/ducking-other-playable-characters-bus-when-one-is-possessed/14914 "2019-08-04T19:29:42Z")\
**Posts on this page:** 3\
**Page:** 1

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**Author:** ![lewisaudio](https://avatars.discourse-cdn.com/v4/letter/l/fbc32d/32.png) [@lewisaudio](https://qa.fmod.com/u/lewisaudio)\
**Post date:** [August 4, 2019, 7:29pm UTC](https://qa.fmod.com/t/ducking-other-playable-characters-bus-when-one-is-possessed/14914/1 "2019-08-04T19:29:42Z")

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Hi,

UE4 v: 4.21  
FMOD v: 1.10  
I’m working on an RPG where the player can posses different characters at any time. While one character is possessed the other are controlled by ai and follow the player character. I’m trying to use snapshots to duck the non possessed characters by setting up up three snapshots that will duck the unpossesed characters when the player takes control. The problem is that when I test in the editor the snapshot stringers instantly as soon as I enter the game. I’m triggering snapshots as events within the player character blueprint by casting to the specific characters. Any help on the matter would be appreciated or any other methods that you can think of.

Cheers,  
Lewis

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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:** [August 12, 2019, 3:21am UTC](https://qa.fmod.com/t/ducking-other-playable-characters-bus-when-one-is-possessed/14914/2 "2019-08-12T03:21:35Z")

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How are you triggering the snapshots?

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**Author:** ![lewisaudio](https://avatars.discourse-cdn.com/v4/letter/l/fbc32d/32.png) [@lewisaudio](https://qa.fmod.com/u/lewisaudio)\
**Post date:** [August 12, 2019, 2:23pm UTC](https://qa.fmod.com/t/ducking-other-playable-characters-bus-when-one-is-possessed/14914/3 "2019-08-12T14:23:56Z")

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via play event 2d blueprint node, but I sorted it now it was just a question of finding the right blueprint and paling upon the custom possession parent function. thanks
