# FMOD compatibility with Niagara

**URL:** https://qa.fmod.com/t/fmod-compatibility-with-niagara/16874
**Category:** Unreal Engine
**Created:** [March 12, 2021, 7:03pm UTC](https://qa.fmod.com/t/fmod-compatibility-with-niagara/16874 "2021-03-12T19:03:09Z")
**Posts on this page:** 8
**Page:** 1

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### Author: ![omarNoCode](https://avatars.discourse-cdn.com/v4/letter/o/e79b87/32.png) [@omarNoCode](https://qa.fmod.com/u/omarNoCode)
#### Post date: [March 12, 2021, 7:03pm UTC](https://qa.fmod.com/t/fmod-compatibility-with-niagara/16874/1 "2021-03-12T19:03:09Z")

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Are there any plans for FMOD implementation for Niagara? Our VFX artist has been doing quite a few things in Niagara so it would be great to have FMOD functionality for the sound design, essentially replacing the in built unreal audio, thanks 🙂

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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: [March 19, 2021, 2:35am UTC](https://qa.fmod.com/t/fmod-compatibility-with-niagara/16874/2 "2021-03-19T02:35:03Z")

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We do plan on adding support for Niagara, although I am unable to give a timeline as to when this might be available for now. At this point we would aiming for an update in the near future.

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### Author: ![omarNoCode](https://avatars.discourse-cdn.com/v4/letter/o/e79b87/32.png) [@omarNoCode](https://qa.fmod.com/u/omarNoCode)
#### Post date: [March 22, 2021, 4:01pm UTC](https://qa.fmod.com/t/fmod-compatibility-with-niagara/16874/3 "2021-03-22T16:01:04Z")

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Thats great thanks for the heads up, will try and implement our own solution in the meantime.

Cheers 🙂

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### Author: ![SonikSky](https://avatars.discourse-cdn.com/v4/letter/s/ee59a6/32.png) [@SonikSky](https://qa.fmod.com/u/SonikSky)
#### Post date: [November 6, 2021, 12:34am UTC](https://qa.fmod.com/t/fmod-compatibility-with-niagara/16874/4 "2021-11-06T00:34:46Z")

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Any updates yet, running into this issue here… It seems like Niagara has a “Play Audio” emitter that needs to be taken over by FMOD somehow.

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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: [November 12, 2021, 5:42am UTC](https://qa.fmod.com/t/fmod-compatibility-with-niagara/16874/5 "2021-11-12T05:42:43Z")

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At this point we do not have an ETA. We aren’t currently aware of a quick way to get it working, as it does appear to be a fair bit of work to integrate with.

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### Author: ![osome](https://avatars.discourse-cdn.com/v4/letter/o/ee59a6/32.png) [@osome](https://qa.fmod.com/u/osome)
#### Post date: [January 13, 2022, 11:21am UTC](https://qa.fmod.com/t/fmod-compatibility-with-niagara/16874/6 "2022-01-13T11:21:06Z")

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Hello,

I’ve found away to implement in Niagara using the (experimental) “Component” renderer and putting a FModAudioCpt.

 ![image](https://canada1.discourse-cdn.com/flex036/uploads/fmod/original/2X/5/5c705d462e3c4d34bc7c94d4a7c627005137d904.png)  
It works more or less (Not working in preview but working in play mode).

Issue is I need to put the particle lifetime to EXACTLY the event length, otherwise the sound in the event loops. This is really annoying, and I can’t find why.

If you can try my system and investigate why sound loops, you would be my hero 🙂

Best;  
Mathieu

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### Author: ![TorutheRedFox](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/torutheredfox/32/5255_2.png) [@TorutheRedFox](https://qa.fmod.com/u/TorutheRedFox)
#### Post date: [January 13, 2022, 12:08pm UTC](https://qa.fmod.com/t/fmod-compatibility-with-niagara/16874/7 "2022-01-13T12:08:58Z")

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a hack to fix that maybe would be to add ADSR to pad the stopping time of the event?

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### Author: ![chocobo](https://avatars.discourse-cdn.com/v4/letter/c/898d66/32.png) [@chocobo](https://qa.fmod.com/u/chocobo)
#### Post date: [September 24, 2022, 11:41am UTC](https://qa.fmod.com/t/fmod-compatibility-with-niagara/16874/8 "2022-09-24T11:41:39Z")

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Investigating this recently. Hope there will be proper integration.

So far I find the Niagara call back interface works in firing events in BP, but have yet to try what happens with multiple handlers at different stages.
