# FMOD + Unreal: ASIO Audio Routing Issue

**URL:** <https://qa.fmod.com/t/fmod-unreal-asio-audio-routing-issue/23170>\
**Category:** Unreal Engine\
**Created:** [July 18, 2025, 2:25pm UTC](https://qa.fmod.com/t/fmod-unreal-asio-audio-routing-issue/23170 "2025-07-18T14:25:05Z")\
**Posts on this page:** 2\
**Page:** 1

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**Author:** ![Bebras](https://avatars.discourse-cdn.com/v4/letter/b/f19dbf/32.png) [@Bebras](https://qa.fmod.com/u/Bebras)\
**Post date:** [July 18, 2025, 2:25pm UTC](https://qa.fmod.com/t/fmod-unreal-asio-audio-routing-issue/23170/1 "2025-07-18T14:25:05Z")

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We’re using 4 Dante speakers with audio routed through ASIO. When playing audio directly from FMOD Studio, everything works correctly. However, when triggering FMOD events from Unreal Engine, there is no audio output.

How can we ensure that FMOD routes audio through ASIO in a packaged Unreal build?

We assumed that integrating FMOD into Unreal Engine would allow FMOD to handle all audio routing automatically. If that’s not the case, could you clarify how FMOD manages audio output when used with Unreal?

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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:** [July 31, 2025, 6:35am UTC](https://qa.fmod.com/t/fmod-unreal-asio-audio-routing-issue/23170/2 "2025-07-31T06:35:26Z")

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Apologies for the delay, at the bottom of the FMOD Unreal Settings you are able to specify [platform specific settings](https://www.fmod.com/docs/2.03/unreal/settings.html#platform-settings). In there you are able to set the [Output Type](https://www.fmod.com/docs/2.03/unreal/settings.html#output-type_1) to force it to ASIO.
