# FMOD VOICE CHAT, Audio Link Possible ??

**URL:** <https://qa.fmod.com/t/fmod-voice-chat-audio-link-possible/21792>\
**Category:** Unreal Engine\
**Created:** [June 20, 2024, 11:20pm UTC](https://qa.fmod.com/t/fmod-voice-chat-audio-link-possible/21792 "2024-06-20T23:20:38Z")\
**Posts on this page:** 2\
**Page:** 1

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**Author:** ![nubbinownz](https://avatars.discourse-cdn.com/v4/letter/n/b5a626/32.png) [@nubbinownz](https://qa.fmod.com/u/nubbinownz)\
**Post date:** [June 20, 2024, 11:20pm UTC](https://qa.fmod.com/t/fmod-voice-chat-audio-link-possible/21792/1 "2024-06-20T23:20:38Z")

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So our team has been trying to nail down piping the voice chat through FMOD for months and it seems like there’s a whole bunch of problems and without having a dedicated Tech Audio guy, we’re not going to be able to do the _normal_ way.

I’ve just recently stumbled upon Audio link and was wondering if anyone had any experience with that and if it might be a viable option for sending voice chat through FMOD if we can get it from unreal’s built in voip or through a plugin?

If so, how would we even begin to go about it ? So far we’ve tried setting _Enable Audio Link_ on the attenuation settings for the Voice Chat that we’re currently using, which is being used by unreal’s audio system.

Then we have an event with a looping programmer instrument that starts as a component in on our character and is just constantly playing. Unfortunately this doesn’t seem like the direction to go because there’s obviously no sound coming out of the Fmod Component. Any ideas here or if this is even worth pursuing would be much appreciated.

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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:** [June 27, 2024, 12:51am UTC](https://qa.fmod.com/t/fmod-voice-chat-audio-link-possible/21792/2 "2024-06-27T00:51:04Z")

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Make sure to read over our documentation for [AudioLink](https://www.fmod.com/docs/2.03/unreal/audiolink.html) if you haven’t already.

When you `Enable Audio Link` on the attenuation settings you will assign an FMOD Event to use, either in the [AudioLink Settings Override](https://www.fmod.com/docs/unreal/audiolink.html#attenuation-settings) or the [AudioLink Settings](https://www.fmod.com/docs/unreal/audiolink.html#settings) default. This means you don’t need to create an `FMODAudioComponent` as the AudioLink integration will handle that for you when using the Attenuation Settings method.
