# FMOD UE4 Programmers Sound Not Playing

**URL:** https://qa.fmod.com/t/fmod-ue4-programmers-sound-not-playing/14205
**Category:** Unreal Engine
**Created:** [November 21, 2018, 3:18pm UTC](https://qa.fmod.com/t/fmod-ue4-programmers-sound-not-playing/14205 "2018-11-21T15:18:53Z")
**Posts on this page:** 3
**Page:** 1

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### Author: ![ClixStudios](https://avatars.discourse-cdn.com/v4/letter/c/c5a1d2/32.png) [@ClixStudios](https://qa.fmod.com/u/ClixStudios)
#### Post date: [November 21, 2018, 3:18pm UTC](https://qa.fmod.com/t/fmod-ue4-programmers-sound-not-playing/14205/1 "2018-11-21T15:18:53Z")

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Afternoon all!

This is most likely a newbie mistake I’m making here, and I guess I’m not only asking for help with an issue, but also asking for advice on if my approach is valid.

== What I’m looking to make ==  
I need a system where I can produce a string of audio events to sound like a sentence, in a programmatic way, where it’s also easy to change voices (that will also have the same vocabulary). (E.g. I want to get a phone call that says “alpha”, “beta”, “1”) and if I load another bank, it’ll say the same string of words, but different audio files will play (with a different voice).

== What I’ve got ==  
Currently got a programmer sound event, with a set of files called “alpha”, “beta”, “gamma”, “omega” in bank “TTS”. When I need to string a sentence together, I just “Set Programmer Sound” to the first letter in a sentence array, “Play” it, loop through until sentence is complete.

== My current issue ==  
Simply, my “play” events aren’t producing anything. For sanity sake, I’ve added “is playing” and “is bank loaded” events. Side error: If I skip the “play” call completely, the “is playing” returns “true”… for some reason.

I’ve followed [https://www.fmod.com/docs/api/content/generated/engine\_ue4/programmer\_sounds.html](https://www.fmod.com/docs/api/content/generated/engine_ue4/programmer_sounds.html) so far.

Info:  
UE: 4.20.3  
FMOD: 1.10.08

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<div class="post-metadata">

### Author: ![ClixStudios](https://avatars.discourse-cdn.com/v4/letter/c/c5a1d2/32.png) [@ClixStudios](https://qa.fmod.com/u/ClixStudios)
#### Post date: [November 22, 2018, 1:02pm UTC](https://qa.fmod.com/t/fmod-ue4-programmers-sound-not-playing/14205/2 "2018-11-22T13:02:13Z")

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> [@](#):
>
> Afternoon all!
> 
> This is most likely a newbie mistake I’m making here, and I guess I’m not only asking for help with an issue, but also asking for advice on if my approach is valid.
> 
> == What I’m looking to make ==  
> I need a system where I can produce a string of audio events to sound like a sentence, in a programmatic way, where it’s also easy to change voices (that will also have the same vocabulary). (E.g. I want to get a phone call that says “alpha”, “beta”, “1”) and if I load another bank, it’ll say the same string of words, but different audio files will play (with a different voice).
> 
> == What I’ve got ==  
> Currently got a programmer sound event, with a set of files called “alpha”, “beta”, “gamma”, “omega” in bank “TTS”. When I need to string a sentence together, I just “Set Programmer Sound” to the first letter in a sentence array, “Play” it, loop through until sentence is complete.
> 
> == My current issue ==  
> Simply, my “play” events aren’t producing anything. For sanity sake, I’ve added “is playing” and “is bank loaded” events. Side error: If I skip the “play” call completely, the “is playing” returns “true”… for some reason.
> 
> I’ve followed [https://www.fmod.com/docs/api/content/generated/engine\_ue4/programmer\_sounds.html](https://www.fmod.com/docs/api/content/generated/engine_ue4/programmer_sounds.html) so far.
> 
> Info:  
> UE: 4.20.3  
> FMOD: 1.10.08

Comment:  
I’m getting the same issue with a completely fresh UE4 project, a new FMOD project, and different file formats (.ogg and .mp3).

There’s clearly some setting that I’m missing here.

Help would be SUPER appreciated!  
Thanks in advance!

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<div class="post-metadata">

### Author: ![ClixStudios](https://avatars.discourse-cdn.com/v4/letter/c/c5a1d2/32.png) [@ClixStudios](https://qa.fmod.com/u/ClixStudios)
#### Post date: [November 22, 2018, 2:53pm UTC](https://qa.fmod.com/t/fmod-ue4-programmers-sound-not-playing/14205/3 "2018-11-22T14:53:44Z")

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Okay… I’ll admit… Newbie mistake.  
But it’s still not mentioned in the documentation.

Because the event wasn’t selected in the FMODAudio Component, it didn’t play anything.

From reading the documents, I didn’t realise a programmer sound event needed to be specified. From the docs, I assumed that it would be loaded when the bank was loaded.

A new screenshot and a bit of text in the following doc entry would be really appreciated!  
[https://www.fmod.com/docs/api/content/generated/engine\_ue4/programmer\_sounds.html](https://www.fmod.com/docs/api/content/generated/engine_ue4/programmer_sounds.html)
