# FMOD Studio Parameter Switch through Trigger Box

**URL:** <https://qa.fmod.com/t/fmod-studio-parameter-switch-through-trigger-box/21669>\
**Category:** Unreal Engine\
**Created:** [May 27, 2024, 9:52pm UTC](https://qa.fmod.com/t/fmod-studio-parameter-switch-through-trigger-box/21669 "2024-05-27T21:52:46Z")\
**Posts on this page:** 2\
**Page:** 1

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**Author:** ![D-Ryro](https://avatars.discourse-cdn.com/v4/letter/d/ecb155/32.png) [@D-Ryro](https://qa.fmod.com/u/D-Ryro)\
**Post date:** [May 27, 2024, 9:52pm UTC](https://qa.fmod.com/t/fmod-studio-parameter-switch-through-trigger-box/21669/1 "2024-05-27T21:52:46Z")

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Hello there!

I was wondering if it is possible to switch the FMOD Studio Parameter from the sheets for example from 0 to 1 with a Triggerzone. In Unity this was pretty simple, but I don’t get it to work properly in Unreal. I try to use it to switch the Ambiences from catacombs to gallery. Maybe there is another way to accomplish that?

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**Author:** ![Leah\_FMOD](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/leah_fmod/32/3685_2.png) [@Leah\_FMOD](https://qa.fmod.com/u/Leah_FMOD)\
**Post date:** [May 29, 2024, 4:58am UTC](https://qa.fmod.com/t/fmod-studio-parameter-switch-through-trigger-box/21669/2 "2024-05-29T04:58:21Z")

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Hi,

I’m unsure on your exact setup, but to set a parameter based on a TriggerZone, it should be a matter of (in both C++ and Blueprints) using an [OnActorBeginOverlap](https://docs.unrealengine.com/4.27/en-US/API/Runtime/Engine/GameFramework/AActor/OnActorBeginOverlap/) event to set the parameter to the desired value. Can I get you to elaborate on your desired behavior, and whether you’re using C++ or Blueprints?

As for the general approach, for a local parameter you’ll need to have a reference to the FMODAudioComponent or EventInstance you want to set the parameter for. For BPs, you can use [FMODAudioComponent’s Set Parameter node](https://www.fmod.com/docs/2.02/unreal/blueprint-reference-component.html#set-parameter) and [EventInstance’s Set Parameter node](https://www.fmod.com/docs/2.02/unreal/blueprint-reference-eventinstance.html#event-instance-set-parameter) respectively. In C++, you can use the same Set Parameter method for UFMODAudioComponent, or you can set the parameter directly on the EventInstance with one of EventInstance’s setParameter functions like [Studio::EventInstance::setParameterByName](https://www.fmod.com/docs/2.02/api/studio-api-eventinstance.html#studio_eventinstance_setparameterbyname).

If you’re instead setting a global parameter, you can use [Set Global Parameter By Name](https://www.fmod.com/docs/2.02/unreal/blueprint-reference-common.html#set-global-parameter-by-name) in a BP. For C++, you can use one of the `Studio::System` functions like [`Studio::System::setParameterByName`](https://www.fmod.com/docs/2.02/api/studio-api-system.html#studio_system_setparameterbyname).
