# 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:** 1
**Showing post:** 6

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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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