# Enabling 7.1.4 in UE4

**URL:** <https://qa.fmod.com/t/enabling-7-1-4-in-ue4/17364>\
**Category:** Unreal Engine\
**Created:** [June 18, 2021, 7:50am UTC](https://qa.fmod.com/t/enabling-7-1-4-in-ue4/17364 "2021-06-18T07:50:37Z")\
**Posts on this page:** 5\
**Page:** 1

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**Author:** ![DracoNared](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/draconared/32/1875_2.png) [@DracoNared](https://qa.fmod.com/u/DracoNared)\
**Post date:** [June 18, 2021, 7:50am UTC](https://qa.fmod.com/t/enabling-7-1-4-in-ue4/17364/1 "2021-06-18T07:50:37Z")

</div>

Hi,

As I looked on your responses in different topics, there is no official support for 7.1.4 system in UE4 plugin.

However, I’d like to ask:  
**Is it ok if I add the option to use 7.1.4 in the plugin myself?**

What I mean is that I’ve looked into the plugin code and I’ve noticed that there is FMOD\_SPEAKERMODE available for that:

```auto
typedef enum FMOD_SPEAKERMODE
{
    FMOD_SPEAKERMODE_DEFAULT,
    FMOD_SPEAKERMODE_RAW,
    FMOD_SPEAKERMODE_MONO,
    FMOD_SPEAKERMODE_STEREO,
    FMOD_SPEAKERMODE_QUAD,
    FMOD_SPEAKERMODE_SURROUND,
    FMOD_SPEAKERMODE_5POINT1,
    FMOD_SPEAKERMODE_7POINT1,
    FMOD_SPEAKERMODE_7POINT1POINT4, //HERE

    FMOD_SPEAKERMODE_MAX,
    FMOD_SPEAKERMODE_FORCEINT = 65536
} FMOD_SPEAKERMODE;

```

So I changed FMODSettings.h and FMODSettings.generated.h to include it:

```auto
UENUM()
namespace EFMODSpeakerMode
{
enum Type
{
    // The speakers are stereo
    Stereo,
    // 5.1 speaker setup
    Surround_5_1,
    // 7.1 speaker setup
    Surround_7_1,
    Surround_7_1_4 //<----HERE
};
}

```

```auto
#define FOREACH_ENUM_EFMODSPEAKERMODE(op) \
	op(EFMODSpeakerMode::Stereo) \
	op(EFMODSpeakerMode::Surround_5_1) \
	op(EFMODSpeakerMode::Surround_7_1) \
	op(EFMODSpeakerMode::Surround_7_1_4) //<----HERE

```

And also put the speaker mode to be changed in ConvertSpeakerMode

```auto
inline FMOD_SPEAKERMODE ConvertSpeakerMode(EFMODSpeakerMode::Type Mode)
{
    switch (Mode)
    {
        case EFMODSpeakerMode::Stereo:
            return FMOD_SPEAKERMODE_STEREO;
        case EFMODSpeakerMode::Surround_5_1:
            return FMOD_SPEAKERMODE_5POINT1;
        case EFMODSpeakerMode::Surround_7_1:
            return FMOD_SPEAKERMODE_7POINT1;
        case EFMODSpeakerMode::Surround_7_1_4: //<----HERE
            return FMOD_SPEAKERMODE_7POINT1POINT4;
        default:
            check(0);
            return FMOD_SPEAKERMODE_DEFAULT;
    };
}

```

Thanks to that, I was able to change the option in the project settings:  
 ![image](https://canada1.discourse-cdn.com/flex036/uploads/fmod/original/2X/1/102fa1460dafac7a947dbf5b4417c749e499abd2.png)

I tested it for a short period of time and nothing exploded.

Do you think it is ok to do it this way, enabling the output format in the code like this? You probably need testing for this feature before it is officially supported, but I’d like to know if you think this is a good way to do it or should I wait for official support.

---

<div class="post-metadata">

**Author:** ![mathew](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/mathew/32/431_2.png) [@mathew](https://qa.fmod.com/u/mathew)\
**Post date:** [June 21, 2021, 12:25am UTC](https://qa.fmod.com/t/enabling-7-1-4-in-ue4/17364/2 "2021-06-21T00:25:55Z")

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That should largely get the job done, the only other requirement to supporting 7.1.4 is switching to a 7.1.4 aware output plugin, i.e. System::setOutput(FMOD\_OUTPUTTYPE\_WINSONIC).

---

<div class="post-metadata">

**Author:** ![DracoNared](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/draconared/32/1875_2.png) [@DracoNared](https://qa.fmod.com/u/DracoNared)\
**Post date:** [June 28, 2021, 6:39am UTC](https://qa.fmod.com/t/enabling-7-1-4-in-ue4/17364/3 "2021-06-28T06:39:58Z")

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Thanks! Will try it when I can, because it turned out that I don’t need 7.1.4 in my project, yet, so it’s not that of a big problem.

And sorry for the long reply.

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<div class="post-metadata">

**Author:** ![bjasczak](https://avatars.discourse-cdn.com/v4/letter/b/3e96dc/32.png) [@bjasczak](https://qa.fmod.com/u/bjasczak)\
**Post date:** [March 17, 2022, 10:14pm UTC](https://qa.fmod.com/t/enabling-7-1-4-in-ue4/17364/4 "2022-03-17T22:14:52Z")

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Hi, I’m trying to get Dolby Atmos for Headphones working and I’ve done all of the above. In Fmod Studio I can clearly hear that panning uses Atmos, but when I play in the editor, and I move around the sound it doesn’t sound any close to that. Seems like the sound that is coming from UE doesn’t go through Windows Sonic or Dolby Atmos… Any idea what else could be done?

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**Author:** ![jeff\_fmod](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/jeff_fmod/32/1766_2.png) [@jeff\_fmod](https://qa.fmod.com/u/jeff_fmod)\
**Post date:** [March 23, 2022, 10:04pm UTC](https://qa.fmod.com/t/enabling-7-1-4-in-ue4/17364/5 "2022-03-23T22:04:08Z")

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Please double check that the output is being set to Winsonic in FMODStudioModule.cpp. Adding the following to FMODStudioModule.cpp in the `CreateStudioSystem` method (line ~612) should allow audio to spatialize correctly.

```auto
void FFMODStudioModule::CreateStudioSystem(EFMODSystemContext::Type Type)
{
...
    if (Type == EFMODSystemContext::Runtime && Settings.OutputFormat == EFMODSpeakerMode::Surround_7_1_4)
    {
        verifyfmod(lowLevelSystem->setOutput(FMOD_OUTPUTTYPE_WINSONIC));
    }
...
}

```
